PL AUERS GUIDE TO ELECTRONIC SCIENCE FICTION GAMES
Only ATARI makes the games the world wants most.
Games that are innovative. Intense. Incredibly involving.
And totally original.
In 1980 ATARI invaded the minds of millions with
Space Invaders? It went on to become the single most
popular video game in the world and thereby launched
the space age game category.
Today ATARI Missile Command™ and Asteroids'" are
the fastest selling home video games in the country. And
I judging by its current success in the
III judgii
ATARI
THERE'S NO
COMPARING IT WITH ANY
OTHER VIDEO GAME.
CHANGE THIS
TO THIS
Stores 10 video game
controllers and instruction
booklets.
WITH THIS
MODELS TO FIT:
ATARI BY ATARI, INC.
ODYSSEY BY MAGNAVOX
INTELLIVISION BY
MATTEL ELECTRONICS
Call Toll Free: 1- (800) 521-0620
Michigan call Collect (313) 792-5966
I t should really come as no surprise to
arcaders that the tremendous popular¬
ity of electronic gaming has attracted the
attention of a few militant spoilsports. It
always seems to happen that way.
Whenever something new and exciting
crops up—whether it's rock music, com¬
ic books or even high heel shoes—It's a
safe bet that a few grumps will try to take
the fun out of it for the rest of us.
It would be easy to refute the often-ri-
diculous charges such Scrooges level at
our hobby, but let's leave that particular
defense for another time. It's a lot more
fun to accentuate the positive and talk
about all the good things electronic ar¬
caders derive from participation in this
high tech pastime.
The most obvious benefit, of course, is
that the games are a blast to play. Elec¬
tronic games, whether played at home
or in amusement centers, are pure enter¬
tainment. And in this era of $5 movies,
$20 steaks and $ 100 Broadway shows,
s more fun for the buck
ist other types of recreation.
tronic gaming brings families closer
together. How many other things can
mother and son, father and daughter,
enjoy on an equal basis? Most participa¬
tion sports give such a tremendous ad¬
vantage to bigger and stronger players
that the idea of, for instance, a family
game of tennis or golf becomes an exer¬
cise in boredom for the grown-ups and a
The Joys of
Electronic Gaming
By Frank Laney, Jr.
ading of
game tournaments have proven again
and again, there’s absolutely no reason
why an 18-year-old arcader can't whip
the tail of a 35-year-old Electronic
Games editor at Asteroids or Pac-
Arcade games improve hand-eye co¬
ordination to a remarkable extent. That's
why some therapists have begun using
them to aid in the rehabilitation of the
handicapped.
On the other hand, the more complex
electronic games played on personal
computers definitely sharpen the mental
faculties. They present people with non¬
threatening situations that call for quick
thinking and carefully planned strategy.
The mind is like any muscle; it gets flabby
Which brings up the point that ar-
cading, unlike so many other popular
pastimes, is active rather than passive.
TV, radio, movies and such just wash
over us while we sit there quietly.
There's nothing wrong with that, of
course, but electronic games provide
needed variety by giving us something
The act of playing an electronic game
has a beneficial effect on the mental state
of the arcader, too. Those inclined to¬
ward Freudian psychology might ex¬
press this in terms of catharsis. That is,
that blasting space debris and zapping
aliens gives a healthful release of tension
and an outlet for the aggressive instincts
most of us have at least to some extent.
Some of the more mystically inclined, on
the other hand, have compared playing
electronic games to the peace and calm
mantra. While the contest is underway,
the player becomes temporarily released
from the mundane world and is propelled
into a simpler and more easily compre¬
hended one. This, it is claimed, may free
our minds for contemplation on the cos-
vious: electronic games are certainly
more healthful and less harmful than a
good many of the other activities that oc¬
cupy people's leisure hours. No one is
advocating that folks become mono-
maniacal arcaders, forever linked to the
almighty machines in some kind of weird
symbiotic relationship. Moderation is the
watchword here as it should be with
everything else. Yet there's little doubt
that the hobby of electronic arcading ac¬
tually gives players something more than
just the obvious rousing good time.
Go away spoilsports, you're interrupt¬
ing our game.
VCRs Meet Videogrames
Here's a way for owners of video
recorders to get more out of their video-
1. Run a line from the audio output of
the video recorder to the input of your
2. Attach the RF modulator to the
video recorder, rather than the televi¬
sion. (Don't forget to set the switch to
3. Turn on the television, video cas¬
sette recorder and stereo. All sounds will
now be channeled through the stereo,
giving it a more realistic effect.
If you do not have a video recorder,
but your television set has audio outputs,
then the RF modulator can be attached
One advantage of having the game
connected to the VCR is that you can
record games. This is especially helpful
when playing Activision games where
the company asks for a picture of the
Lighting conditions may not always be
right for taking the required picture. By
recording the game, you can take the
picture whenever you like.
I've recorded some games as an ex¬
periment after hooking the game up to
my stereo. I call this audio cassette tape
"Atari's Greatest Hits."
Leonard Herman
Roselle Park, NJ.
A Helpful Suggestion
I enjoyed your first issue and am look¬
ing forward to the next one. I would like
to suggest a minor improvement. How
about including in the reviews of all
games and cartridges the minimum and
maximum number of players? For exam¬
ple, Atari's Warlords would be listed as
"(1-4)". This would inform the reader if
the game is for solitaire, two or more
people, or any combination.
Lawrence Horne
Marlton, N.J.
and I was glad to see that I hadn't missed
Now for my question: Can you find
out whether Atari will ever come out
with a Battlezone cartridge for its VCS?
Also, could they make a contract with
Centuri for the rights to Eagle and
Phoenix?
Ed: Good Ideal We always try to
Include this information in every re¬
view, but maybe we can begin
breaking it out, since number of par¬
ticipants is a major consideration for
many gamers when picking a new
program.
Overseas Arcading
As you can see from my address, 1 am
an English boy. 1 bought Electronic
Games while I was on vacation and
found it fascinating.
Please, couldyou inform me if it would
be possible to receive Electronic Games
in England. I—and a couple of my
friends here—would be very pleased.
Adrian Oldfield
Stoke-on-Trent,
Ed: Good news, Adrian—and the
many other readers who've asked
about subscriptions. You'll find the
details elsewhere In this issue.
Some Game Proposals
I was so happy to see your magazine
on the newsstand. The first thing I did
was to check to see what issue it was,
Kevin Beardmore
Marietta, Ohio
Ed: Like most manufacturers.
Atari Is reluctant to tip its hand too
far ahead. Still, some form of Battle-
zone,' perhaps for the new super¬
videogame and/or the 400/800
sounds like a reasonable possibility.
Given the popularity of Centuri's
two coin-op titles, someone will pro¬
bably license them for home arcad-
A.N.A.L.O.G., meanwhile, a
magazine and game software pub¬
lisher devoted exclusively to the
Atari computers, is reportedly
already working on a version of
BATTLEZONE for the 400/800.
continued on page 61
Readers Score with UFO'
By Bill Kunkel
S ome videogames are the result of a
happy accident. Unexpected inspir¬
ation leads a designer in a direction he'd
never previously explored. Other times,
however, the games are the product of a
predetermined concept, with the de¬
signer acting as the instrument to trans¬
form the idea into a viable gaming ex-
Pre-planning gets the credit for Quest
For The Rings, the most recent offering
from the Odyssey braintrust. Taking a
long, hard look at their programmable
system, the Knoxville, Tenn., gamesmen
decided the element that most obviously
separated it from the competition is the
monoplanar keyboard. This alpha-nu¬
meric data input device gives the 0 2 a po¬
tential for programmability previously
available only with microcomputer
systems. The key word, though, was
"potential". Aside from using that
keyboard to choose the number of
players and game option, none of the
then-existing software made much use
of this hardware "edge."
The release of UFO began to turn
Meet Odyssey's Lords
of the Rings
things around. During each 'UFO' play
session, the machine records the high
score at the bottom of the playfield. The
arcader's name can be typed in using the
keyboard — a classic coin-op feature
that had never before appeared on a
home videogame.
Still, it was obvious that much more
could be done with the keyboard. On
that basis, Odyssey executives decided
that the company would produce a tri¬
logy of game programs of a much more
sophisticated order, programs that
would combine computer-level game
content with videogame-quality audio
and graphics. The first offering would
reflect the tremendous interest in adven¬
ture and fantasy gaming inspired by
D&D. The second entry would be a clas¬
sic war game invoving air, naval and
undersea combat. For the final program,
Odyssey chose the topic of high finance,
along the lines of Monopoly and Ac¬
quire. Finally, the games would add a
further bit of texture by having action
take place not only on the TV screen, but
on special game boards packed with the
cartridges.
To produce these revolutionary pro¬
grams, Odyssey turned to two men with
whose work they were intimately famil¬
iar. The videogame portion of the assign¬
ment went to Ed Averette, Jr., a veteran
0 2 game designer responsible for many
of the company's best cartridges. The
other design element — including the
game boards and special mylar sheets to
cover the 0 2 keyboard, simplifying input
instructions — landed on the desk of
Steve Laner. Ironically this company
veteran designed the plastic screen over¬
lays for the original Odyssey, the very
first videogame system.
Steve and Ed had worked in tandem
before, but for this grand project they
pulled out all the stops. The major chal¬
lenge was the successful integration of
board and videogame.
"I'm a games person," Laner cheerfuF
ly admits, "and naturally we're always
looking for new ways to present elec¬
tronic games. What we did with this
game was to create a "loop" effect be¬
tween the board and the computer
elements. What happens in the board-
game portion affects what occurs on the
screen, and back and forth, creating a
real synergy between the two."
"So far,"-Laner admits, "most of
what's been done in this field is either an
adaptation of an existing coin-op or a
sports simulation. But I always felt we
could get way beyond that."
Ed Averette, Jr. agrees. "We were
floundering around, looking for a direc¬
tion. In the combination of boardgame
and videogame, we've found it."
The team began work with a broad
outline of the project. After toiling for
nearly half a year on fine tuning, they
had developed Laner's "loop", the inter¬
action between board and playfield that
feeds upon itself to create a brand new
game experience, an electronic hybrid of
the computer age.
In 'Quest for the Rings', a pair of ad¬
venturers journey over the countiyside
in search of the Ringmaster's ten mystical
rings. When a dungeon is reached on
the board, the action transports to the
videogame screen, where gamers — in
their roles as wizards, warriors, phan¬
toms or changelings — do battle with
realistically-rendered monsters and fire¬
breathing dragons in hopes of retrieving
a magic ring. Averette designed a series
of dungeons, each visually distinct, and
his bevy of beasties is a triumph of com¬
puter animation.
Averette, who sometimes works with
his wife Linda, wanted to produce a real
senses-stunning videogame with graph¬
ics equal to, or better than, anything
playable on even the more sophisticated
computers. "In this game," he says with
more than just a roll of the dice."
As previously mentioned. 'Quest for
the Rings' was planned asthe first part of
a trilogy of classic game themes. Next up
will be Conquest of the World, which
will do for military strategy contests what
'Quest' did with the fantasy adventure.
Again wedding board and videogame
components, actual tactical combat will
be played out on screen, with the warr¬
ing factions employing various combina¬
tions of tanks, battleships and sub¬
marines.
The last of the three games, tentatively
titled The Great Wall Street Fortune
Hunt, is one of the most intriguing
"money" games ever designed. Players
participate in the Stock Exchange, buy¬
ing selling and tradingjust as investors do
on Wall Street. The video portion of the
contest consists of a playfield sectioned
into three horizontal segments. Across
listing prices and similar data. A news
wire clacks along the middle portion of
the playfield meanwhile, reporting news
events - "Unrest in the Middle East.
"Merger reported..." and such — that
might have an impact on the chamel¬
eonlike market. The bottom "window"
monitors the gamer's personal portfolio.
The machine constantly updates the
holdings.
"We even brought in major consul¬
tants from the world of high finance to
insure that this game is as realistic as
possible," says Steve Laner.
The advent of these sophisticated en¬
tries signals a major new direction for the
Odyssey 2 system. While the company
will continue to offer arcade programs,
as well as products designed specifically
for young arcaders, the debut of this
trilogy is bringing advanced simulation
to programmable videogame systems
for the first time. Their success or failure
will have much to do with shaping the
future of home videogame software for
ATARI 400
H aving tasted unqualified success
with its entries in the coin-op and
programmable videogame markets,
toward the logical next step: a true home
computer/gaming system. The new
product would be infinitely more flexible
than their existing machines, because of
its highly programmable nature.
Instead of producing only one system.
Atari developed a pair of variations on a
single theme, each pegged to a particular
price-point: the Atari 400 and 800.
This month's "Test Lab" focuses on
the smaller, and less expensive, of the
two. It's the system that is rapidly becom¬
ing the darling of the computer gamers,
the Atari 400.
The unit is a simple integrated key¬
board/CPU configuration with a single
internal slot that accepts Atari's com¬
puter ROM cartridges. The other external
features include four ports for standard
Atari paddle or joystick controllers, a TV
output with RF modulator and a multi¬
purpose interface that makes it simple to
attach peripherals.
The keyboard is monoplanar. It uses
57 touch-actuated switches on a flat
board. It has no moving parts and is
sealed to resist contamination. Transla¬
tion: it ignores moderate amounts of ice
cream, coffee and other substances that
MUSIC COMPOSER
are ordinarily fatal to computers. The
computer makes a click to signify a suc¬
cessful keystroke. While this sort of data
input board is quite adequate for the
needs of computer gamers, it will almost
certainly discourage anyone from at¬
tempting to do any serious program-
The 400 also features a quartet of
function switches and an on/off in¬
dicator light at the far right end of the
console. These buttons govern system
of course, used primarily when playing
Themulti-functionportisa 13-pincon-
nector, located next to the power switch
on the right side of the machine.
Through this port, the Atari 400 can ac-
■ cess a printer, cassette player, disk
I drive or an Atari 850 interface
I module. (The 850 is used much like
I such peripherals at once.) Actually,
I the machine can access either two
I disk drives or a disk/cassette team-
I up through a simple daisy-chaining
I procedure: The primary drive is at-
I tached to the port, and the cassette
I or second drive is then plugged into
I the back of the first disk. This is
I especially useful when transferring
I programs from tape to disk.
I Since the Atari 400 falls into the
I category of computers oriented for
I use in the home, the manufacturer
I had no intention of providing for
I memory expansion beyond the
I now-standard 16K. Several com-
I panies are already offering upgrade
I boards that will take it up to 32K.
I Therefore, should you desire to put
I more byte in you 400, a Phillips
I screwdriver attached to a capable
I arm can easily strip it down to board
I level in less than 10 minutes and do
H the conversion.
H Once inside the housing, there
■ are only 30 IC’s, including the 6502
A CPU, various I/O controllers and
memory. The chips are distributed
among a CPU card (closest to the
rear), a 16K-byte memory card, and
a motherboard to accomodate the
aforementioned PC boards and the
I/O circuitry.
At this level, I have two comments:
I. The CPU and memory boards
should be keyed to prevent incorrect in¬
sertion. Horror stories about upgrade
boards installed backwards are legend-
^2. The speaker that produces the aud¬
ible beep when typing and the CLOAD
indicator could be mounted more se¬
curely. It is positively unnerving to hear it
rattling around inside the console.
As a total system, the Atari 400 is most
impressive for its price, $399, suggested
iiliii®
Castle Park:
Game Parlor
First Class
E xperienced arcaders — those who
can recall the bad old days of dingy,
dirty and faintly disreputable establish¬
ments — may think they're dreaming if
they’re ever lucky enough to visit Castle
Park in Riverside, Cal. Passing through
the portals of this beautiful castle into a
hall filled with the sights and sounds of
300 coin-op wonder-machines is an
instant voyage to videogaming's version
of Fantasy Island,
This 17,000-sq. ft. amusement center
presents its wares with rare style, symbo¬
lized by the three Austrian crystal chan¬
deliers that bathe the playing areas with
glittering light.
While patrons will always find the
newest commercial arcading hits here,
Castle Park pays homage to the hobby's
past with a selection of exremely rare col¬
lector's pieces that date from the earliest
penny arcades. And gamers who want
something just a trifle more athletic can
chose from among four electronically
enhanced miniature golf courses.
The more prominent attractions aside,
manager Tom Guagliardo has endowed
Castle Park with distinctive little flourishes
that raise it above the run-of-the-mill
amusement center. Little scenes, like a
tiny Darth Vader dueling with an equally
miniscule Ben Kenobi atop a Warlords,
are eveiywhere. Multi-colored chaser
lights, animated racehorses and similar
sights keep gamers goggle-eyed when fixture hanging from the ceiling. An ex-
they're not busy saving the Earth from otic canopy covers the line-up of pinball
some form of extraterrestrial attack. machines. A Leggo-slyle stairway leads
Games are grouped according to type down into a "foosball" pit. There's even
in special areas around the split-level an area exclusively devoted to rifle-
layout. The billiard room is highlighted shooting coin-ops.
by an enormous gold crown and light Videogames are, of course, the main
wait for a favorite machine.
Guagliardo has gone to considerable
attraction. It's hard to imagine a more
comfortable and inviting place in which
to gobble goblins, blast asteroids and
steer video racers through their paces.
One thing hardcore players like is that
the most popular titles, like Asteroids,
are available in rows. There's seldom a
lengths to ensure that things don’t get
out of hand and ruin the fun-and-games
atmosphere. Castle Park is very much a
family arcade, an environment so
wholesome that parents frequently drop
their children off while they do the
marketing. It maintains a securily staff of
1 2 private police officers and two armed
guards. And to prevent players from
experiencing the frustration of popping
a quarter into a malfunctioning game,
Castle Park shuts down once a week for
thorough maintenance.
This is one place that never rests on its
laurels, never stops expanding. Currently
under construction at this space-age
pleasure dome is a dungeon to serve as
an appropriate setting for such popular
titles as Venture (Exidy) and Wizard of
Wor (Midway]. These and otherfantasy
machines should feel right at home
among the chains and dragons.
So whatever your taste in arcade
games, whether you like pinball
machines, pool tables, videogames, air
hockey or any of the other varieties of
arcade device, they're available.
And for arcade antiquarians, there's
that museum. It has fun house distortion
mirrors and even a perfectly preserved
—and functioning — fortune telling
machine. This 8 ft. x 3 ft. glass-enclosed
rarity was one of the very earliest elec¬
tronic arcade amusements. It features an
automaton-seer complete with a
colorful bandana and, naturally, the
gift of prophecy. The 11 golden oldies,
Guagliardo maintains, often draw more
attention than the state-of-the-art units.
It's a safe bet, however, that Guagliar¬
do will have no need of a fortune telling
machine to ascertain Castle Park's
Q&A
By the Game Doctor
The Doctor is in. Last issue's offer of a
free Electronic Games t-shirt to the
reader who sends in the best question
each isssue is already starting to bear
fruit. The Doctor's mailbox is getting
pleasingly full. This is your chance to be
the envy of all the other arcaders inyour
social set — and at the same time get the
answer to whatever electronic gaming
problem is bugging you.
Let's lead off this month's questions
with the shirt-winning submission from
Robert Webber of Glendale, N.Y.
Q: Why do some videogame com¬
panies like Atari make systems with
detachable controllers, while others
like Odyssey and Mattel hard-wire
them right Into the console. What
are the advantages and disadvan¬
tages of each? |From Robert Web¬
ber, Glendale, N.Y.)
A: Since the Atari Video Computer
System (VCS) can use four different con¬
trollers —joystick, paddle, keypad and
steering-wheel paddle—to play games,
a method utilizing interchangeable plug¬
ins is an obvious necessity.
All games designed for the other two
major videogame systems, on the other
hand, share the use of the same input de¬
vice. Since bending the prongs of the
multi-pin plugs when pushing them into
and pulling them out of the jacks is a
prime source of damage to controllers,
Odyssey and Mattel elected to perma¬
nently attach the controllers to the con-
Unfortunately, plugging and unplug¬
ging isn't the only way to break a con¬
troller. Sometimes, for example, the
centering springs on joysticks wear out
after a lot of hard gaming. This can cause
drifting of the on-screen image. And
when a wired-in controller breaks, that
means the entire system has to be crated
up and taken or mailed to the repair shop.
Q: In reference to your review of
Star Raiders for the Atari 400/800,1
am turning to you for some advice. I
own an Apple II Plus, not an Atari,
and I'd like to know which of the
currently available programs for my
computer would be most like that
Atari spacegame? (From PhlllipRan-
dall, Boca Raton, Fla.)
A: The old Game Doctor went out
and examined the pick of the Apple soft¬
ware orchard to find out which program
comes closest to duplicating the action
that has made Star Raiders an instant
hit. The closest match, at least in my
opinion, is Space Raiders from United
Software of America. If it isn't the Atari
game's long-lost twin, it's at least a kiss¬
ing cousin.
Q; You explained In Electronic
Games' first Issue how the old-
fashioned videogames sometimes
left an after-image on TV screens,
because the playfields never moved
or changed colors. When I was look¬
ing at some Activision games re¬
cently, I noticed that the company
logo is featured on-screen for every
one of their cartridges. The name
"Activision" never seems to move,
and when the rest of the playfield
starts color-shifting, it stays white. I
don't want any company's name
etched permanently onto my televi¬
sion screen, so I’ve stopped playing
them until I get the word from you.
Should I be concerned? (From Ray
Givens, Staten Island, N.Y,)
A: Relax, Ray, it'ssafetotakethoseAc¬
tivision cartridges out of the closet and
start using them again. The tiny "Activi¬
sion" trademark that appears on all of
the company's playfields actually does
change color. It just takes a little longer
than the rest of the field to get started,
that's all.
But if you don't trust the Doctor, Ray,
it's easy enough to check out for
yourself. A few minutes after the rest of
an Activision playfield starts to do the
dance-of-the-colors, the trademark will
begin its colorshifting routine as well.
Q: My TV set has a digital channel
selector. Sometimes when I switch
to the "open channel" in my area,
the videogame playfield comes In
distorted and colorless. Other times.
It's just fine. What can I do? (From
Paula Watts, Shawnee, Okla.j
A: The hang-up probably comes from
the lack of a manual fine-tuning knob on
yourset. Try this method: Firsttuneinthe
channel that gives you the clearest and
sharpest signal. Then set up the video-
game system, insert the desired cartridge
and switch on the game console. Finally,
switch to the "open channel", and the
automatic fine tuning should provide you
with a clear, sharp picture.
Q: I have heard recently that a
Pac Man' type game will be avail¬
able soon for the Atari VCS. Is this
true? If so, when will it be available?
(from Cherl Robinson, Pittsburgh,
Pa.)
A: You heard correctly, Cheri, how¬
ever Atari's game will not be a "Pac
Man type" program, but rather the ori¬
ginal gobbler himself. Atari went on a
coin-op buying spree in 1981, picking up
the lucrative home rights to such hit ar¬
cade games as Defender, Galaxian,
continued on page 53
ON YOUR MARK,
„ GET SET*
With new K.C. Munchkin from Odyssey 2 ,
you don't destroy your enemies, you simply eat them.
How many Munchies can your
Munchkin munch before your
Munchkin's all munched out?
Play K.C. Munchkin and see!
It’s fun. It's exciting. It’s
challenging. Your whole family
A Munchkin, three Munchers
and 12 Munchies float in a maze
with a rotating center. The
more Munchies your Munchkin
munches, the more points you
get. The more points, the faster
the computer makes the game
go. And the more skill you need
to score and to keep your
Munchkin from getting munched
by one of the Munchers!
The better you play, the
greater the challenge!
Program your own mazes.
Use the Odyssey! keyboard...
there's virtually no limit to the
number of mazes you can create.
There are even invisible mazes
for when you’re ready to turn pro.
Choose from more than
40 arcade, sports, education and
new Master Strategy™ games,
from Odyssey 2 . They're waiting
for you now at your video games
or Odyssey 2 dealer.
Odyssey 2 ... video game fun,
computer keyboard challenge.
All for the price of an ordinary
The excitement of a game.
The mind of a computer.
YOUR BEST BUY DECIDE
IN VIDEO GAMES? FOR YOURSELF
priced system; another popular
brand offers a keyboard, but only at
a very high extra cost.
Don't overlook the hand-control
joysticks, either. Odyssey 2 joysticks are
excellent in their smooth, easy
operation.
They also have eight slotted control
positions so you always know exactly
in which position you'll be going
when you push the joystick.
And, to emphasize again,
Odyssey 2 comes complete with the
hand controls and keyboard for
playing all available cartridges.
Some competitive games require you
to purchase additional sets of controls
to play some of their games!
electronic
... And enjoy previews of all the newest, best, most
challenging games! Reviews of the latesf
equipment—from your point of view as a player!
Valuable gaming stategy that can make you a
better player! Guided tours of the most exciting
commercial arcades! Entertaining features on all
aspects of electronic gaming! And much more!
ELECTRONIC GAMES is the first—and only—magazine
devoted exclusively to playing videogames, com¬
puter games, stand-alone games, and arcade
games. To start home delivery, insure that you
don't miss a single issue because of newsstand
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A DECADE OF
VIDEO
A Decade of
Programmable
Videogames
PROGRAMMABLE
GAMES
could grasp instantly. Completely revers¬
ing his field, Bushnell plunged into the
development of a much simpler pro¬
gram, a video version of ping pong.
Half a continent away, Ralph Baer
had already started work on what
considered to
obvious idea.
By 1971 the Magnavox Odyssey—
le world's first videogame system for
le home—was virtually completed.
The^ Knoxville, Tenn.,
manufacturer
"The question
home TV sets had been bothering me
since the early sixties," Baer recalls. "The
fact is that even back then there were 62
million T.V. homes—that's TV homes
not TV sets. The idea of attaching some
device to even a small fraction of that
many sets was a pretty powerful incen¬
tive for coming up with something, any¬
thing, on which people might actually
want to spend their money."
Baer's idea came to fruition in a tiny
cubicle at Sanders Associates, where he
worked as division manager for equip¬
ment design. Baer, Bill Harrison and Bill
Busch had the only three keys to the top-
secret research lab known as "the game
room." The trio played prototypes of
video ping pong and hockey games,
with color and FM sound produced
through the TV speaker, as early as
|'i 1967. (For posterity, the set they used
was a 17-in. RCA color console.)
started gearing up the factory for a sales
explosion that never ignited. The Odys¬
sey failed to catch on for a variety of
• Some people incorrectly believed
that the system was only
-Magnavox
television sets.
• Promotion of the device was
inadequate
• The unit suffered from
Magnavox’s failure to switch
over to solidstate technology
when the rest of the industry
made the change.
Even so, Magnavox kept the faith. As
the equipment continued to improve,
the company issued a series of steadily
more advanced videogames under the
Odyssey imprint.
Nolan Bushnell, after much labor,
developed a video ping pong that he felt
sure would instantly appeal to players.
He tested the game. Pong, in a Sun¬
nyvale, Cal,, tavern with great success.
He built more 'Pong' machines, and it
immediately became the hottest coin-op
amusement item. It was easy to under¬
stand, a kick to play and a marvelous
novelty. 'Pong' uprights began turning
up in bars, bowling alleys and candy
stores as well as the more traditional
It was at this point that the videogame
concept branched off in two distinct
directions. While Magnavox focused on
Soon he had signed a deal with Sears
under the terms of which the catalogue
giant agreed to sell Atari videogames.
This meeting of the corporate minds was
a landmark event, guaranteeing an in¬
stant nationwide audience for the home
videogame. It also gave Bushnell a leg up
on achieving a high level of brand recog¬
nition for Atari.
Suddenly everyone from computer
companies to candlestick makers was
leaping aboard the videogame band¬
wagon. The result was a product glut.
With so many manufacturers producing
virtually indistinguishable products,
Bushnell realized that now was the time
to get in there and firmly establish Atari as
the maker of home videogames. To do
ing a videogame—or even six video-
games—might be, players got bored
sooner or later.
Programmability was the obvious
answer. Fairchild took the first step by
marketing its Channel F in August 1976.
It was the first system for which addi¬
tional game cartridges could be
purchased.
Following hard on the heels of the
Channel F came RCA's Studio II, a fiasco
of astonishing magnitude. Among other
drawbacks. Studio II attempted to com¬
pete against the vividly colored hard¬
wired units—not to mention the then-
upcoming programmables—with a black
and white system. It soon sank beneath
the waves of consumer indifference.
ing hard-wired games on the market.
Discounts ran up to 75%. It was Good¬
bye Mr. Chips and hello home program¬
mables.
For the holiday gift-giving season that
year, consumers could choose from a
wide selection of sophisticated game
machines, each imbued with a high de¬
gree of programming flexibility. They all
but banished the dedicated chip systems
to the storage closets of America.
computer, Bally offered the Professional
Arcade. It featured a fantastic collection
of sports and arcade titles enhanced by
audio-visual effects almost as good as
those on the coin-op devices.
At lower price points were Atari's
Video Computer System (sold by Its old
friends at Sears as the Tele-Arcade] and
Magnavox's long-awaited program-
1962 Steve Russell designs Space-
war, the first computer video-
game. His efforts directly inspire
another M.l.T. man, Nolan
Bushnell.
1966 Ralph Baer, working at Sanders
Associates, starts development
of the first unit for playing
games through a home TV set.
1967 Baer hires Bill Harrison and Bill
Busch, assigning them to a
small lab called 'the game
room.' The strange noises com¬
ing from behind the cubicle's
locked door touch off some
1971 Nolan Bushnell builds his first
videogame, Computer Space.
This commercial version of
'Spacewar' proves to be far
ahead of its time. The complex
rules and abstract nature of the
play mystify and intimidate
players. It flops.
1971 Shortly after Bushnell unveils
'Computer Space,' another
M.l.T. student named Bill Pitts
produces his own 'Spacewar'
variant. Galaxy Game is even
less successful; the prototype
was the only version ever put
1972 Magna vox introduces Ralph
(May) Baer's pioneering videogame
system, Odyssey. America re¬
mains indifferent, but the po¬
tential is obvious to visionaries.
mable, the Odyssey 2 .
All three trumpeted the availability of
dozens of game cartridges with more
planned for later release. Cra zy Eddie, a
leading New York electronics retailer,
sold more videogames during the 1978
holidays than any other type of product
Mattel joined the programmable pa¬
rade in 1980 with Intellivision. Its Master
Component was touted as the core of a
modular computer system, but only the
game-player has materialized thus far.
There was something for everyone.
Atari specialized in arcade-style games,
Intellivision emphasized sports simula¬
tions, and Odyssey 2 struck a balance
between the two other systems.
How far has technology advanced in
the intervening four years? The Atari
VCS was originally created to play just
two games. "That's correct," says
continued on page 34
"GREAT MOMENTS IN VIDEOGAME HISTORY
1972 After Midway gives him the
cold shoulder, Bushnell forms
his own company. He names it
Atari, the equivalent of "check¬
mate" in the Japanese game of
Go. When Pong is tested at
Andy Capp's, a Sunnyvale,
Cal., watering hole, it breaks
down immediately. The hitch:
the coin box isjammed to over¬
flowing with quarters!
1973 Universal Research produces
videogame. The company does
not go on to become the Avis
of the new industry.
1973 Magnavox introduces the
Odyssey to a waiting world on
a network TV special hosted by
Frank Sinatra. Maybe if it had
been Elton John. . .
1975 The introduction of the LSI—for
Large-Scale Integration—chip,
opening the way for a genera¬
tion of ball and paddle games.
1975 Sears agrees to handle Atari's
home videogame products,
giving the fledgling company
access to a national audience.
1976 Coleco uses the General Instru¬
ments super-chip to create the
hugely popular Telstar Arcade.
Its success inspires no fewer
than 70 companies to market
videogames for holiday gift-
1976 The first programmable system.
from Fairchild Electronics. RCA
follows with the black-and-
white Studio II.
1976 Warner Communications sets a
new record for spending on
videogames when the con¬
glomerate buys Atari for S28
1977 The historic' 'Gametronic Con¬
ference" brings all of videogam¬
ing's leading lights together for
a meeting in San Francisco.
Awards are bestowed upon
Ralph Baer and Nolan Bushnell
for their pioneering work.
1978 A 'Pong'-weary nation turns its
eyes toward programmability
and finds the Atari VCS, Mag¬
navox Odyssey 2 and Bally Pro¬
fessional Arcade on store
1978 A small Japanese pachinko
manufacturer comes up with
an interesting coin-op diversion
called Space Invaders. Mid¬
way acquires the license to
make the U.S. coin-op version,
and it proves to be something
more than a mild success.
1980 Mattel launches its modular
game-playing computer, Intelli¬
vision. The games bowl people
over with their outstanding gra¬
phics, and no one really minds
too much when the keyboard
and other peripherals remain
among the missing.
Jim Levy and four ex-Atari
designers—David Crane, Larry
Kaplan, Alan Miller and Bob
Whitehead—form Activision,
the world's first videogame
software company. Not sur¬
prisingly, the company immed¬
iately gives game designers a lot
more recognition by crediting
them on the cartridge pack¬
ages.
Atari introduces Asteroids to
commercial arcades. Its use of
the vector-scan graphics sys¬
tem developed by Cinema-tron-
ics/Electrohome its non-linear
play action. The arrival of this
Quadrascan system, albeit only
in black and white, signals
another push forward in game
AtarPenters the home com
puter field with the 400/800
system—and a great space
game called Star Raiders.
1981 An influx of female arcaders
makes this the year of Pac-
Man.
1981 Electronic Games, the first
magazine exclusively devoted
to arcading, distributes its first
1981 ColorQuadrascanarrives.Atari
produces Tempest, and Sega/
Gremlin offers Space Fury.
jNIW"
Rechargeable Batterles/General Elec¬
tric/Suggested retail prices: Mini-Charger
(BC-3J AA, $ 13.63; C & D. S 14.88:
9-volt, SI4.37; Double-Charger |BC-2).
S6.38 (module and batteries separate);
AA. $9.25; C&D, $10.50; 9-volt, $9.99.
As owners of battery-operated hand¬
held and stand-alone electronic games
can certainly attest, those entertaining
bundles of beeps, boops and bright lights
can chow down on power cells with the
voraciousness of a killer shrew.
A possible alternative is available from
General Electric in the form of recharge¬
able batteries that can bejuiced up over
1,000 times! Even alkaline batteries can't
hope to compete with that kind of
longevity.
Two models are offered, for single- or
double-battery recharging. The former,
identified as the BC-3, sells as a complete
unit. With the Double-Charger, how¬
ever, the unit and the type of batteries pre¬
ferred must be purchased separately.
E-Z Port/Versa Ware/Suggested
retail price: $24.95
Apple owners have long suffered
with a not-so-secret sorrow: everytime
they want to plug or unplug a paddle or
joystick, the whole machine must be
opened up. There's no external connec¬
tion for such gaming paraphernalia.
The folks who make, among other
things, the VersaWriter, have come to
the rescue with an easily attached exter-
pressure connection" which will greatly
prolong the life of those fragile, multi-pin
plugs.
The 'E-Z Port' is suitable for hooking
up a pair of paddles or ajoystick. The ac¬
tual port attaches to any convenient spot
on the outside of the Apple's casing with
a self-adhesive back.
’‘’‘Sly *'*
ELECTRON
ms$ HOTLI
Computer
shorts
popular comptuter games
for Sirius Software, including
witha new company called
Gibelli Software. The infant
Firebird, touted as a depar-
★ On-Line, having hit it
big with Jawbreaker for
the Atari 400/800, is busily
converting some of its other
leading titles for play on the
Hi-Res Adventure series is
tion from the original Apple
★ Prospects for accep-
tance of the TRS-80 Color
Computer by the electronic
gaming community look a
lot brighter than they did six
new games from Tandy
Odyssey
Outlook
★ Odyssey has stolen a
companies by being the first
to get a gobble game into
star
An introduction
to computer
adventures
By Amie Katz
here's a dragon living at our house.
bolds, zombies, ores and hordes of evil¬
doers of every description. Fortunately,
there's no immediate cause for alarm.
They're all trapped on diskettes, and an
intrepid band of heroes intends to finish
most of them off this weekend.
Combatting the forces of darkness—
and otherfamiliar elements of sword and
sorcery hi/inks like finding treasure and
saving damsels in distress—are among
the thrills that await players of computer
adventure games. Already running a
close second to arcade-style computer
programs in overall popularity, adven¬
tures give devotees the opportunity to
spend a couple of hours vicariously ex¬
periencing worlds of frightening dangers
and glorious deeds.
games like chess and Monopoly, 'DSD'
emphasizes creating a persona for a
game-character and then play-acting
that character through a series of
increasingly challenging situations.
In another striking depature from the
usual boardgame, participants work co¬
operatively to accomplish common
goals instead of competing against each
other. It is not uncommon to see one
player sacrifice a character to preserve
the others in the adventuring group.
"Winning" in games like 'Dungeons
' ience as a result of their exploits and
gradually rise in power during the course
of their heroic careers. Sometimes, suc¬
cess is measured in the number of char¬
acters that survive a deathtrap to fight
again another day.
The hub of any non-electronic role-
playing game is the so-called Dungeon-
master (DM). This individual designs the
scenarios, referees games in progress
and informs players of the consequences
of their characters' actions. Here's a seg¬
ment that might occur in a typical session
of 'Dungeons & Dragons’:
Parly Leaders: We're walking slowly
down the passage. Tovah the Thief is
carefully checking the walls and floors
for pitfalls and traps. Hercules the
fighter will bring up the rear.
enhancements.
Illustrated adventures. Actual pic¬
tures replace the long descriptions of
what the on-screen hero sees. These
generally take the form of multi-color line
drawings in the high-resolution graphics
mode. Movement is still accomplished
by the input of commands through the
keyboard, though the range of com¬
mands is frequently more restricted than
with the text or graphics adventures.
Action aventures. Manual dexterity
plays a much bigger role in this type of
adventure than in any other, since the
gamer maneuvers and fights by utilizing
a joystick. There may or may not be a
few additional one-letter commands
such as "get," "shoot" and "examine,"
but the emphasis is on navigating your
adventures around what amounts to a
schematic map of the game's setting.
Graphics adventures. The newest
arrival on the computer adventure scene
combines elements of all four other types
in varying proportion. The trend is to¬
ward giving the gamer the view of the
hero's surroundings as he would actual¬
ly see them rather than offering an om¬
niscient overhead perspective.
Although a good case can be made
for graphics adventures as the true state-
of-the-art variety, all five approaches
have their unique strengths. Many
RPGers, for instance, claim to prefer the
text adventures. They liken the exper¬
ience of playing an all-text game to listen¬
ing to the radio, in that it gives free rein to
each gamer's own imagination instead
of fencing it in by displaying everything
in minute visual detail.
So if the workaday cares of 1982 have
got you down, why not strap on an
electronic sword, don your armor, and
head for the dragon's lair? Maybe you
can become the Siegfried or Conan of
the computer world!
INC?
also get In on the fantasy fun with
games such as "Adventure" from Atari
less crude back then than they do today,
but that couldn't have made them any
more exciting to play.
Text-based games created by pioneers
like Scott Adams filled the gap admirably.
Since these contests relied on mental, not
physical, dexterity, the slow response
time of games programmed in BASIC
was totally irrelevant.
Of course, the scope of adventure
games has widened enormously as per-
sonal computer hardware improved.
Some of the newest titles include such
niceties as illustrations of key scenes,
multi-character play and even animated
sequences. Some companies are even
producing additional scenarios that tack
onto the basic game program.
There are five distinct types of adven¬
tures currently available. They are:
Text adventures: These resemble
short stories that are, in a sense, jointly
written by the game's designer and each
individual player. When the person or
persons manipulating the on-screen
characters inputs one- or two-word
commands via the keyboard, the pro¬
gram responds with the appropriate de¬
scription . Often but not always, text ad¬
ventures present a series of puzzles that
must be solved in a pre-determined order
until the ultimate goal is finally achieved.
Augmented text adventures.
These are basically similar to the standard
text adventures but add an extra dimen-
watching behind us for an ambush.
DM: You walk 60 ft. and see a door on
your right.
Tovah: I'mlookingatthedoorand, parti¬
cularly, the lock.
DM: It is an oaken door reinforced with
metal strips. The lock appears to be of the
pin tumbler type.
Tovah: I will attempt to pick the lock.
DM: You succeed.
Party Leader: Let's open the door and
DM 6 ; You're in a dimly lit room and six
hulk shapes charge at you from the dark
Party Leader: Battle positions everyone!
And so it goes. The only catch is that
the Dungeonmaster usually ends up
spending untold hours creating the fan¬
tasy world and dreaming up exciting sce¬
narios. What's more, the DM must func¬
tion solely as a neutral arbiter and can't
Electronic adventures substitute the
computer for a human DM. While no
machine can match the imagination,
creativity and resourcefulness of a live
Dungeonmaster, the computer version
requires little set-up time and no impartial
umpire. Virtually ail computer adven¬
tures can even be played solitarie, while
non-electronic RPGs require at least four
or five participants.
The development of interactive com¬
puter adventures confirms that necessity
is, indeed, the mother of invention. They
were truly an inspiration born out of
desperation.
The first generation of personal com¬
puters, however well they balanced
checkbooks and stored mailing lists, just
didn't have the capacity to adequately
render arcade games. The reasons were
simple and obvious: the earliest micros
lacked the basic ingredients that make up
such programs. They possessed neither
sound nor color and offered only the
most rudimentary on-screen graphics.
Perhaps novelty alone made those
pioneering computer arcade games look
By Willy Richardson
B ythetimea coin-operated electronic
game arrives at your local amuse¬
ment center, candy store, bowling alley
or tavern, it has already withstood an ex¬
perience more strenuous than anything
it's likely to encounter from the paying
customers.
Arcade machines aren'tjust dreamed
up, stamped out, certified smash hits
and, eventually, retired to coin-op
heaven (someone's basement play¬
room). No, the evolution of the games
into which we all feed so many quarters,
from creative concept to final paint job, is
a highly complex process.
At the Atari coin-op division, the com¬
pany's oldest operating arm, it all begins
with a brainstorming session. Ideas are
tossed around, revamped, rejected, cut,
tailored and set out to cool. Of the thou¬
sands of concepts that have been test-
flown across the conference table, only
a very few ever negotiate the long wind¬
ing road from imagination to reality.
The idea is, of course, only half the bat¬
tle. The concept must be executed. It has
to be shaped to meet the demands and
limitations of current technology. The
best game idea in the world is worthless
Coin-ops, however, benefit from a
much greater array of options than is the
case with other types of electronic
games. Designers are free to employ spe¬
cial intelligent monitors—such as the
quadrascan system which Electrohome
developed exclusively for Atari—that
provide much higher graphic resolution
and freer on-screen movement than is
possible on a cathode ray tube (TV)
eye-catching lettering for the unit's title.
Four months later. Atari technicians
assemble the first prototype, and in-
house testing begins. Testers weed out
gross errors and subject the game to pro¬
bing critical evaluation.
If all is still "go," Atari builds several
more prototypes and ships them to ar¬
cades all across the country. There the
hardcore electro-gamers go over the
new machine with a fine-tooth comb,
picking up glitches and suggesting
refinements.
Then the games return to the factory
for more analysis and adjustment before
a second round of on-location testing.
This is the only way to determine if the
new coin-op is rugged enough to stand
up to heavy pay traffic in the commercial
amusement centers.
Finally, the prototypes return to Atari's
Sunnyvale, Ca„ headquarters for final in¬
spection. Boot camp is over. From now
on, it’s all gravy. .. or so the manufac¬
turer hopesl
Soon the new machine is running off
the assembly line in batches. The entire
unit is assembled right in the factory.
Coin-ops have another edge: colored
plastic overlays, which can create
breathtaking images within the dark¬
ened confines of the cabinet. Games
such as Warlords benefit from gor¬
geous overlay work that even the main¬
line computers would be hard-pressed to
Game creators must also adapt their
ideas to the stringent demands of the
coin-op marketplace. Are the images
colorful enough? Is the game going to
satisfy even players who are quickly
eliminated? Is it boring? Addictive? Does
it look too complicated to master?
Once a game idea is approved, the
company allots three to four months for
development and puts its game wizards
to work. Meanwhile back at the ranch,
the graphics crew is doing its thing, de¬
signing backboards, overlays (if any) and
side-decals for the machine's cabinet.
Special attention is lavished on creating
everything from control devices—like
the mini-trackball recently introduced on
Centipede—to the program boards.
Coin-op games don't enjoy very long
lives. Even the most successful titles rare¬
ly survive more than ayearat the peakof
popularity. After their time has comeand
gone, some of the machines are sent to
warehouses for resale to clubs, resorts
and even some private collectors.
Others get to go 'round one more
time. In arcade terms, they are reincar¬
nated. Atari yanks the innards, strips the
outer surface and uses the chassis for a
But a few coin-op machines, who are
very, very good, attain a particularly
happy retirement in the Atari Game
Room. Yes. game-lovers, it really exists.
It's located in an L-shaped room just off
the main reception area at Atari's main
facility. There, in a luxurious carpeted
setting, is a copy of every major coin-op
| Enjoy your own orcode at home!
Now you con have a new, used, reconditioned or closed
our commercial video or pinball machine of your very own.
Inrerlogic has Asteroids. Phoenix. Space Invaders.
Pac-Man and many more orcode gomes
available or rhe best possible prices.
HISTORY
continued from page 23
Atari's Steve Wright. "The VCS was
basically designed to play paddle games
and tank battles. In fact, when the VCS
was being designed, it was felt that a 2K
program capacity would be more than
"But then they decided, 'What the
hell, why not make it 4K,' " Wright ex¬
plains. "Not that they thought anyone
As things turned out. Atari began
making 4K games—putting an extra
chip into the cartridge itself—long before
they ever expected to be doing so. By the
time Missile Command and Asteroids
appeared in home editions, the com¬
pany was utilizing a technique that per¬
mitted the VCS to read two flipflopping
4K programs.
Activision, formed by Jim Levy and a
quartet of designers, was the next new
thing in electronic gaming. Established in
1980, it is exclusively devoted to the de¬
sign and marketing of home videogame
software. Activision now makes games
compatable with the VCS, but rumors
are rife that other suppliers will be follow¬
ing in Activision's successful footsteps
before the end of this year. (One has
already been announced; Imagics will
produce cartridges for both the VCS
and Intellivision.)
Odyssey, the company that began
the whole field, ismakinga major assault
on the home market. While continuing
to produce arcade-style titles like UFO
and K.C. Munchkln and kideo entries
like Monkeyshfnes, Odyssey is trying to
catch the fancy of more sophisticated
players with games that make use of the
unit's alpha-numeric keyboard. Its adult
strategy series of boardgame/videogame
hybrids deals with such classic themes as
fantasy adventure (Quest for the
Rings), war (Conquest of the World)
and high finance (The Great Wall
Street Fortune Hunt). By expanding
the range of its software library. Odyssey
clearly hopes to benefit from the grow¬
ing recognition that electronic gaming is
a pastime for the entire family.
The last word in the videogame saga
may well bring things full circle, right
back to the computers that spawned it
all. Today's microcomputers are more
powerful than the one on which Steve
Russell created 'Spacewar,' so it's entirely
logical that personal computers will be¬
come the game machines of tomorrow.
Forthe present, videogame manufac¬
turers remain unsure as to whether the
average American is ready to buddy up
to a computer. Atari, it is reported, will
soon begin production of a super video-
game system capable of presenting coin¬
op quality programs.
The question for now is: at what point
does the videogame system meet the
computer? As the latter simultaneously
becomes cheaper and more powerful, it
won't be long before the two segments
of the electronic gaming hobby are
joined together as one. Already the flop¬
py disk is vying with the ROM cartridge
as a medium for storing games.
One thing is for sure. If the first decade
of videogames is any indication, the next
10 years ought to provide plenty of ex¬
citement both on and off the home
. stock\ s ^
in^merica.
force. Alien rockets pour out of
the heavens, the flames from
their engines etching the sky
space driving game in which
the arcader steers a ship using
the joystick so as to avoid coli-
sion with on-coming moonlets.
Pushing the action button
throws the craft into super-
speed mode, enabling the play¬
er to tote up more points fortra-
fun games for the Odyssey'
programmable videogame
Since kicking things off with
Cosmic Conflict, in which ar-
caders hurtle through the void,
zapping enemy ships, the com¬
pany's design staff has always
PUTUPI5TIC
uioeoGnmes
pop Home
mcnoes
en the wishes of SF-lovers
y much to heart. The soft-
ire line has grown to include
’aders from Hyperspace,
Allen Invaders—Plusl and
le highly unusual War of
1 -is. Forsaking the lypical
le menacing ur
star cruiser, that is rarely ap¬
proached by even the fast-
Waging
Interstellear War
One of the hallmarks of Mat¬
tel’s software for Intellivision is
that it always seems to provide
an extra dimension for what-
This is certainly the case with
the epic Space Battle, the flag¬
ship of the company's science
standing graphics, what
distinguishes 'Space Battle' is
an excellent outer space shoot¬
out. As commander of three
cader must carefully allocate all
and future dangers. Even if
you're a better shot than Luke
tridges released for the Video
Computer System last year.
And if Asteroids has its par¬
tisans. so does Missile Com¬
mand. Experts rate the video-
game edition as one of the best
programs ever prepared forthe
VCS—and its tremendous sales
certainly back up this view-
Atari didn't just start doing
science fiction videogames late¬
ly, though. Spaceship was
one of the first titles released for
ous variations included on the
cartridge. Warp, is particularly
veling further without a crack-
up in the time allotted. Atari has
spoken of pruning some of the
make room on the retail shelves
jockeys may want to pick up
'Spaceship' before it becomes
A Space Odyssey 2
Award winner at 'Best Science
Fiction Game,' is only the latest
INVADERS FROM HYPERSPACE
SPACE ARMADA
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triumph if it fakes your mini¬
fleets out of position and then
streaks in on the mother ship.
The new year will bring
good news for Intellivision
ting the lack of arcade-style
games with a science fiction
twist. The company will shortly
games-Astrosmashand
Space Armada. The former is
a struggle against careening as¬
teroids and homicidal mon¬
sters, while the latter puts the
player aginst phalanxes of
marching invaders.
The result is Laser Blast, the
program that stands the origi¬
nal Space Invaders concept
on its head. Instead of cower¬
ing behind shields at the bot-
directs saucers on a mission of
retribution against the extra¬
terrestrials' installations on the
surface of the moon. The object
is to obliterate as many of the
possible, before the creatures'
mighty laser cannons turn your
added complication is that the
surface batteries are protected
Striking Back
at the Aliens
playing one of the many inva¬
sion games, that you'd like the
chance to strike an offensive
blow against the monsters?
That thought evidently oc-
cured to the folks at Activision,
by an invisible shield wall. As
the game progresses, the arca-
with progressively stronger
shields that prevent the saucers
from coming in too low.
The defending aliens have
track the assault ships, forcing
constantly, even whjle trying
MICROCOMPUTERS
Scoring Big
at the
Starcade
be playing on home screens.
already spawned Protector
(Crystalware) and Gorgon
(Sirius Software), with more to
come. Atari has purchased the
home arcade rights to 'Defend¬
er,' so ownersofits systems will
soon have another first class SF
One Against
the Galaxy
high-technology battle armor.
Your mission: free a planet from
the imperial yoke of oppres¬
sion. That's the background of
(Spectrum) for the Atari 800.
Big Five Software, which spe¬
cializes in arcade games for the
TRS-80 Model l/lll, offers Gal¬
axy Invasion.
tions of Asteroids for the
Apple II. Quality Software has
Meteoroids in Space, while
California Pacific has replaced
the standard hunks of space
Apple-olds. Big Five 3 'is the
source for Super Nova for the
It's usually a safe bet that any
science fiction game that regis¬
ters well in the commercial
Two pictures are worth
Atari vs. Intellivisim?
Nothing I could say would be more
persuasive than what your own
two eyes will tell you. But I can’t
resist telling you more.
— George Plimpton —
a thousand words.
Two pictures are worth a thousand words.
A Little History
Lesson
Multi-Phase
Mayhem
MISSILE COMMAND COIN-OP
THE
QOSMIQ
CUARTEF
SNAT3HEHS
[SOMETH
THE
80SMICS
DUAFTEF-
SNAT3HEFS
GCMETH
F orget about the Oscars, Emmys and Tonys—here come
the 1982ArkieslThe third annual Arcade Awards, this year
sponsored jointly by Video magazine and Electronic
Games, honor outstanding achievements in the field of elec¬
tronic arcading in the year 1981.
And what a banner year it wasl Manufacturers responded
to the tremendous increase in the popularity of electronic
games by introducing a record number of titles. Overall quality
also took a giant leap forward, resulting in intense competition
for every one of the 13 major prizes. Many games that had to
be content with an Honorable Mention in the 1982
Arcade Awards would have
been winners in either of the
two previous years.
Before proceeding to an
analysis of the winners, let's
run through the ground rules.
Games introduced into na¬
tional distribution during 1981
were eligible, except for a few
13th-hour entries which will
be held over for consideration
by the 1983 Arcade Awards
committee. No title can win
more than one Arkie in a
given year, although multiple
Honorable Mentions are al¬
lowed. New for this year are
Arkies for the best computer
games, a logical extension of
the original concept.
WARLORDS
Asteroids is such a game.
Last year, it captured the Arkie
for the best coin-operated
game. This time, solidifying its
standing as one of arcading's
authentic classics, 'Asteroids'
was the unanimous choice as
Videogame of the Year.
Eagerly anticipated before
its release, 'Asteroids' more
than lived up to its advance
billing. Atari scientists have
done a marvelousjob translat¬
ing the quadrascan original to
the home screen, actually in¬
venting a new process that
"fools" the VCS console into
reading a program twice as
complex as any previous
ROM cartridge.
el & Frank Laney Jr. I
The VCS version even adds
colorto the game, an element
missing from the original.
(Quadrascan is currently a
black & white technology.)
Add in the most distinctive
sound effects since Space In-
truiy satisfying gaming
experience.
Honorable Mention:
Quest for the Rings
(Odyssey)
The first boardgame/video-
game hybrid is a lot more than
just a design curiosity. It’s a
solid, playable cartridge that
of adventurers attempting to
defeat the forces of evil in a "
land of magic, mysteiy and danger.
Honorable Mention: Missile Command (Atari)
Here's another Atari coin-op success that has made it big i
ASTEROIDS
H3210 iiiiii ±
* *
* ♦ *
♦ *.♦ *
human participants, Odyssey
with lots of variable factors to
keep the action continuously
fresh while still providing the
kind of visual pyrotechnics ar-
Another ingenious feature
is that the program makes use
of the Odyssey keyboard to
allow players to customize the
stocking of the various dun¬
geons and labyrinths that lie
beneath the castles on the
map. This makes every play
session unique, while pre¬
venting adventurers from de¬
veloping "sure win" strate¬
gies that would ultimately rob
Quest for the Rings of
much of its excitement.
Honorable Mention: Freeway (Activision)
many electronic games being merely refinements
le arcade market. It takes quick reflexes and good of existing hits, it’s refreshing when a new title introduces a
marksmanship to save the six cities from destruction by missiles totally original brand of play-action. A few minutes of steering
from space. the chicken through lOlanesofon-comingtrafficrarelyfailsto
Honorable Mention: UFO (Oddyssey) put a smile on the player's face.
This program gives new meaning to the phrase "fast Honorable Mention: Asteroids (Atari)
action". Blasting away at the The importance of Atari's
three types of marauding achievement of getting a
system to run an
riding one those ^^B
mechanical bulls. Blink once. |1
and it's all over. B
BBB-BDhD ■ ■ whole more
I ■ B sophisticated cartridges.
Quest for the Rings
(hat
Odyssey has charted a bold ^B I Now that so many of the
new path for videogames I U U U 11
with this adventure fantasy HB I S
i b i |h■ ■
■ JB B ntic
■H ■ ■
inspired. By assigning some of games are played in rotation,
the details of play to the dodge em not simultaneously.)
That's why Tennis, designed by Al Miller, is such a wel¬
come additon to the Activision line. The program provides a
choice of two skill levels, which can be set individually.
Honorable Mention: Ice Hockey (Mattel)
Ice Hockey is a particularly good competitive game, be
cause mere manual dexterity isn't necesarily the ticket to an
electronic Stanley Cup. Even if your fingers are more numb
than nimble, you can stay in the game with pinpoint passing
and carefully coordinated offensive thrusts.
Honorable Mention: Warlords (Atari)
Home arcaders in the habit of inviting a bunch of friends
over for a night of gaming will definitely want this one.
Warlords is the first cartridge playable by four participants.
The best thing about Missile Command, from the solo
gamer's point of view, is that it has the most extensive options
for varying the difficulty of any video gasme. Good players
always find it annoying to have to start each game at a level of
play suitable for only the most inexperienced new-comer.
With 'Missile Command', the arcader can select the precise
starting point that's appropriate for his or her ability.
Honorable Mention: Dodge 'Em (Atari)
The very first gobble game to reach the market makes a
pleasant solitaire pastime. Most arcaders quickly master the
trick of dealing with one computer-driven crash car, but it gets
a lot trickier after that second robot-controlled auto starts
zooming from lane to lane.
Best Science Fiction Game: UFO (Odyssey)
Terming the pace of UFO' 'fast" is a little like referring to pro¬
fessional wrestler Andre the Giant as "tall". A typical game of
'UFO' Is a symphony of multi-hued explosions that seems to
end almost before it starts. The same experts who measure a
successful round of Space Invaders or Asteroids by the
number of hours the machine takes to demolish the player's
entire arsenal would be happy to last 10 minutes in 'UFO'.
As captain of an Earth Federation cruiser, the arcader must
face peril from every direction in the form of three distinct types
of unidentified flying objects.
Honorable Mention: Laser Blast (Activision)
This is the cartridge that gives grizzled veterans of alien inva¬
sion games the chance to turn the tables. The arcader directs a
fleet of flying saucers that must wipe out a series of enemy
ground installations.
Best Sports Game: USAC Auto Racing (Mattel)
This race game hasjust about everything previous attempts
to simulate the sport have lacked. The cars look—and
steer—like cars, and they roar around realistic tracks.
Drivers choose from a selection of autos with differing acce
leration, cornering, braking and speed characteristics. The
courses are also a pleasingly varied lot, ranging from fairly easy
to tracks that feature turns so sharp that only the most skillful
will be able to avoid a costly spin-out.
Honorable Mention: Championship Soccer(Atari)
Like many of the Atari sports games. Chamionship Soccer
would never win a prize as the most realistic simulation. But it
deserves a great deal of praise for reproducing a lot of the feel
of the actual sport in an easily learned and fun-to-play format.
An added bonus is that it plays very nicely as a solitaire contest,
something that's rare among sports titles.
Honorable Mention: Tennis (Activision)
The trapezoidal field elevates this cartridge above the typical
pong-style tennis games that once dominated the home ar¬
cade scene.
Best Pong Variant: Warlords (Atari)
Ball-and-paddle games have certainly come a long way
since the days when pioneering arcaders huddled in front of a
screen with a white line down the center and a block-like pad¬
dle on each side. Warlords is a four-way battle with a medi¬
eval theme. Players attempt to batter down the walls of their
opponents' castles and slay the monarchs inside.
Honorable Mention: Blockout/Breakdown (Odyssey)
There's nothing new about games in which arcaders at¬
tempt to dismantle multi-colored walls by firing projectiles
against them using a paddle to keep the "ball" in play. The
added ingredient is a troupe of hard-working demons that
rebuilds the barriers as fast as the bricks disappear.
Honorable Mention: Whizball (Zircon)
There's really no other videogame quite like this one.
Players fire pellets called "whizballs" at gigantic floaters in an
attempt to knock one through the opposing goal.
NHL HOCKEY
Best Audio-Visual Effects: Kaboom! (Activision)
Charming graphics turn a pleasant, if unexceptional, title in¬
to a true videogame classic. From the hissing fuses of the
explosives to the maniacal grin on the face of the mad bomber
when one of his devices gets past the player's water buckets,
Kaboom! is a real visual treat.
Honorable Mention: Quest for the Rings |Odyssey)
One of the joys of this game is the way the dsigner has
given each type of monster not only a unique look, but a
distinctive mode of movement and attack. Having to watch a
spydroth tyrantulis drop down on the head of your hero and
suck him into its gaping maw is a sight the elecronic adven¬
turer will not soon forget.
Best Commercial Aracde Game: Pac-Man
(Namco/Midway)
Can a game without aliens, missiles and explsions make it in
the family amusement center? Pac-Man proved conslusively
that the answer is, 'Yes!" Thanks in part to its tremendous ap¬
peal to female arcaders, 'Pac-Man' machines gobble up
quarters nearly as fast as the little on-screen pac-man scoops
up the point-scoring pellets in this maze-chase program.
Delightful audio-visual effects further enhance one of the
best-designed of all the coin-op games. The most interesting
play-feature is that while the pac-man ordinarily must flee from
the rovers, it becomes the aggressor after gulping down one
of the special energizers. Then it is the rovers' turn to run,
because the arcadercan score big bunches of bonus points by
gobbling them up.
Honorable Mention: Defender |Williams|
Truly original coin-op games can be counted on the fingers
of one hand. This is one of them. Players maneuveran armed
plane over the horizontally scrolling surface of a planet, bat¬
tling the winged aliens and attempting to save the doomed
inhabitants.
Honorable Mention: Battlezone (Atari|
Early versions of this game, in which arcaders pilot super¬
tanks on the surface of the moon, had players peering
through a periscope. Atari deep-sixed the periscope when the
company realized that people enjoy waching the hunt for the
enemy vehicles almost as much as taking the controls them¬
selves. Still, the original edition does have a special flavor, put¬
ting the player in splendid isolation even in the middle of a
Computer Game of the Year: Star Raiders |Atari)
"Which do you want, strategy or graphics?" That used to
be a question frequently asked of computerists by game soft¬
ware manufacturers. Star Raiders, for the Atari 400 and 800
systems, changed all that almost overnight. This space war
simulation blends a tactical shoot-out with a galaxy-spanning
strategic-level situation—and puts it all together with some of
the best game visuals ever seen on a computer monitor.
Four different missions, each a bit more difficult than the last,
help arcaders get a handle on the 'Star Raiders' universe. The
complex after-action scoring system is also a joy, providing
even novice star warriors meaningful goals at which to aim.
Best Computer Action Game: Jawbreaker |On-Line)
This is the program that, more than any other, demonstra¬
tes the excellence of the Atari computers as game-players. The
multi-voice rendition of "The Candy Man" that serves as the
opening theme music, to cite an obvious example, could not
have been done on any other micro.
But there's a lot more to Jawbreaker than just bells and
whistles. Beneath the surface trimmings lies a superb home
variation on this year's Arcade Award winner in the coin-op
division, Pac-Man. This time, though, the idea is a merry spree
in a candy shop. A mouthful of chomping teeth crunches the
hard candies that line the mazelike paths, chased from one
end of the store to the other by a gang of four bullies.
Best Computer Sports Game: Computer Baseball
(Strategic Simulations)
Statistically-minded sports freaks have participated in face-
to-face and mail leagues using non-electronic replay simula¬
tions for over 30 years. Now computer owners can do the
same with this outstanding portrayal of diamond drama.
The best thing about Computer Baseball is that all the
complicated play mechanics are buried in the computer,
where they belong. Managers can, therfore, concentrate on
making many of the same decisions that folks like Tom Lasor-
da and Billy Martin deal with every summer day.
Clearly, the designers know as much about baseball as they
do about computers. Key elements, such as having to proper¬
ly warm up a relief pitcher, that are neglected in even the best
manual simulations get consideration here. And though the
graphics aren't arcade-quality, they at least give the managers
a visual representation of what's happening on the field.
'Computer Baseball' is a definite home run.
Best Computer Adventure: Empire of the Over-Mind
(Avalon-Hill)
Although Empire of the Over-Mind resembles many
other text adventures in terms of basic presentation, the mar¬
velously inventive plot makes it an especially absorbing and in¬
volving experience for electronic heroes. In particular, the fact
that it does not require the arcader to solve a series of puzzles in
lock-step order must be considered a tremendous plus.
The program pits the adventurer against a sinister intelli¬
gence, the Over-mind, which holds humankind under its
thumb on two planets. There's more than one way to attain
the goalof overthrowing this tyranny, so whena particular sit¬
uation seems insoluble, it's always possible to back up, go to
another location and try something else.
'Empire of the Over-Mind' is one of the best arguments for
the idea that, even though programs with graphics are start¬
ing to hit the market there will continue to be a place in com¬
puter arcading for well-written text adventures.
COmPUTER
PLBVLBNO
*** + **+** + *** + * + *+1
Raster Blaster (fiudg'eQo/Apple
II/48KJ is the first computer simulation of
a pinball machine that delivers what it
promises. When immersed in an actual
round of play, it is easy for the gamer to
forget that 'Raster Blaster' is only an im¬
age on a television screen.
Immediately upon completion of the
booting process, a stunning array of
flashing lights and electronic "neon"
greets the player. Arcaders can then
choose to either play alone or against up
to three other pinballers.
There are two levels of difficulty, and
most folks will want to begin with the
easy one. The ball has less chance of fall¬
ing by the wayside, giving gamers a
chance to get the feel of the "table."
The game is played usinga pair of pad¬
dles. The action buttons had better be in
good working order, too, since they
serve as the controls for the flippers.
As with any pinball machine, the ob¬
ject is to beat the game for all it's worth.
The geography of the playfield provides
plenty of action—and lots of oppor-
tunities to prove your flipper-game
mastery. In particular, the four bumpers
located near the top of the field are very
lively. The two lowest bumpers sport
flags that blink when hit. Turning them
on is worth 5,000 points and causes
'Raster Blaster' to energize its claws.
The machine's grabbers can hold two
balls on the table indefinitely, until the
third one is also caught. Then it creates a
storm of chaos by releasing all of them,
much like a real pinball machine. Fire¬
ball. Inis-'aiso earns the arcader a
15,000-point bonus, so the mayhem is
not without some rhyme or reason.
Illuminating the three flags on the right
hand side of the field lights an orange
"B" and tacks 10,000 points onto the
score. The final hurdle to conquer con¬
sists of a set of four lanes at the top of the
screen. If a ball goes through all of them
on the same round, an R lights to ac-
RASTER BLASTER
knowledge the achievement, and the
machine increases the arcader’s total by
10,000.
Bill Budge is a member of that elusive
fraternity of programmers who have an
incredible familiarity with the Apple's
inner workings. 'Raster Blaster’ seems to
do some things that one would think
were beyond the computer's capa¬
bilities!
Only one programming bug turned
up, and it occurred only once. The ball
became stuck in the right hand lane, and
the game had to be rebooted to con¬
tinue play. It was hard to fight down the
urge to apply a little "english " by whack¬
ing the side of the television set.
Bill Budge deserves congratulations
for the excellent graphics work on this
program. 'Raster Blaster' is a superior
effort that is packed with fun. (Leigh
Goldstein).
Falcons (Picadilly Software/Apple 11/
48K disk), based on the popular
Phoenix coin-op. is one of the truest
renditions of a commercial arcade game
available today.
The player is given three ships and
coming face-to-face with the alien
mothership. The meanies constantly
move and shoot, while they transform
themselves into strange bird-like crea¬
tures. Pressing the space bar provides
. five seconds of shield protection. This,
must be used sparingly, however, since
there is a five-second recharging period
before they can be energized again.
The first wave of aliens appears in a
format that will be familiar to players of
alien invasion games. After the player
dears the screen, the next batch emerges
in oval formation. The third and fourth
fields consist of small blue and orange
dots that evolve into funny-looking
birds, which dive and collide with great
regularity.
Getting to the mothership seems like a
great achievement, but in reality, it's only
the beginning. This reviewer has not yet
succeeded in destroying the alien nestled
within the huge craft.
'Falcons' is tough. The extreme diffi¬
culty of the game lends itself to the kind
of repeat playing characteristic of home
*****************
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JAWBREAKER
lands, extends Its gangplank and
deposits the next cannon. 'Sneakers'
also features an attract program similarto
the ones that lure players to the coin-op
devices. Not exactly necessary for a
home arcade game, admittedly, but the
designer can be forgiven this bit of self-
indulgence. It does, at least, give a quick
visual synopsis of the scoring sytem.
'Sneakers' probably would have been
even better were it not for some of the
Apple It's intrinsic limitations. The tiny
speaker in the computer is simply not up
to producing a "big" enough sound to
mimic the commercial arcade machines
as the designer obviously intended. The
sluggish mechanical action of the Apple
paddles doesn't help much either, espe¬
cially when the player must fire rapidly
against the Cyclops, H-wings and
Yet even with these minor shortcom¬
ings, there's no question that 'Sneakers'
is an outstanding program. Turmell is
reportedly working on a new game, and
this is going to be one very hard act to
follow. (Arnie Katz)
J awbreaker (On-Line Systems/Atari
400 & 800/48K) introduces gobble
games to the Atari computer in grand
style. The theme of this machine-lan¬
guage program is a spree in a candy
store. The arcader steers a mouthful of
chomping teeth around the maze-like
establishment, gulping down all the little
"wifesaver" hard candies in the aisles.
A gang of four brightly colored bullies
tries to spoil the fun by chasing you
around the store and attempting to bash
out all those pearly teeth. One special
sweet in each corner of the store isa spe¬
cial energizing jawbreaker. For a brief
period after one is eaten, the chompers
have the strength to turn the tables on
the rowdies and gobble them up for ex¬
tra points. The bullies turn gray during
this crucial interval, and their leering
smiles, change to frowns to show their
displeasure at getting chased hither and
yon by the arcader's gulper. After all,
what bully likes to get a taste of his own
medicine?
Once a bully is eaten, its ghost floats
back-to the corral in the center of the
playfield, where it resumes its normal bel¬
ligerent activities. All the bullies begin to
flash their true colors when their period
of vulnerability is about to come to an
end, giving the gamer a warning that it's
time to start avoiding them again. In ad¬
dition, special treats occasionally appear,
as if by magic, in the aisles. They range in
value from 100 points for a lollypop to
500 for a toy boat. (Who eats a toy boat?
Maybe it's one of those wax-coated
candies.)
"By far the most extensive usage of
Atari Graphics to date" proclaims the
colorful and clever instruction folder.
Designer John Harris can be forgiven
this attack of egotism, because 'Jaw¬
breaker' does, indeed, set standards for
computer game visuals. For instance,
when the player succeeds in clearing the
store of wifesavers, the machine sends
out an animated toothbrush to scrub all
the incisors, molars and bicuspids for the
pig-out isn't too shabby, either. The
game opens with a multi-voice rendition
of "The Candy Man" and subsequently
offers a wide variety of eating and chew¬
ing noises that are well matched to the
Since each round of play is progres¬
sively more difficult than the last, it is
important to take advantage of all the
scoring opportunities. A little practice
with the joystick will produce enough
skill to stay away from the bullies most of
the time, but the arcader should attempt
to lure the smilers closer to the chompers
just before eating one of the special
jawbreakers. This will enable the teeth to
gobble up two or three of them before
they can flee out of range without divert¬
ing too much attention away from the
main business of clearing the aisles of
wivesavers. During any given period
point value depends on how many fall
victim to the teeth. The first is worth 200
points, the second is 400 points and so
forth, up to 800 points for the fourth.
The magically appearing goodies are
less valuable compared to the bullies,
and so are not worth a lot of extra effort
to get. Unless one pops up directly in the
gobbler's path, it might as well be
And don’t get greedy about the ener-
gizingjawbreakers. Try to clear an entire
quadrant of the playfield before snag¬
ging the powerful treat, or you'll find
yourself with a lot of uneaten wifesavers
and a pack of bullies hot on your tail.
Making occasional use of the vertical
scrolling feature is a good idea, because it
is less perilous than the trip from the top
of the playfield to the bottom through
the maze. Remember, however, that the
gang of four isn't too dumb to use the
scroll, too. There's nothing worse than
getting trapped in that corridor with a
bully close behind, only to discover that a
second roughneck is scrolling in your
* + + + + * + + + * + + + + + + + + + + + + + +
Q & A
continued from page
Rally-X and 'Pac Man'. According to
their schedule for '82, Atari's VCS ver¬
sion of the maze chase classic will be on
store shelves by March.
Q: Once and for all I’d like to
know what the difference Is be¬
tween a vectorbeam and a quadra-
scan and how they work. Even
though I read that 'Asteroids,' 'Red
Baron' and 'Battlezone' uses the
quadrascan system, they each look
slightly different.
Also, will N.A.P. be making new
cartridges of their own or will Mag-
navox continue to supply games for
the Odyssey 2 ? |From Jim Cayton,
Vista, Ca.)
A.' Actually, Jim, there is no real differ¬
ence between Atari's quadrascan and
the other vector graphics systems. The
vectorbeam was developed by Electro¬
home for Cinematronics and was used
on such classic coin-op-s as Star
Hawks and Star Castle. "Quadra¬
scan" is essentially the same system, but
the name is trademarked for use exclu¬
sively by Atari. Quadrascan, in other
words, is a specific vector graphics scan¬
ning system, named for the fact that it
breaks the screen into four equal parts,
each capable of generating high-resolu¬
tion images and moving them at vari¬
able speeds.
Vector graphics employs a specially-
built, "intelligent" monitor to achieve its
eyeball-bending images, unlike your
home television monitor, which em¬
ploys the traditional rasterscan tech¬
nology. Any differences you may note
among the various games employing
vector graphics is probably the result of
refinement and design improvements.
As for who will be supplying games
for the Odyssey 2 , they will continue to
be produced by the same folks who
brought you UFO, Quest for the
Rings and the other O 2 favorites. Mag-
navox, you see, is a subsidiary of North
American Philips. The change is mainly
one regarding retail outlets for Odyssey
hard and software. Previously, the main¬
line system and game cartridges were
sold exclusively via authorized Magna-
vox dealerships. By establishing
Odyssey as a separate division, N.A.P.
hopes to improve distribution.
continued on page 56
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The instruction folder deserves special
notice. It is fully as delightful as the game
itself, presenting the simple rules in the
style of one of those learn-to-read
primers that substitutes little pictures for
the hard words.
Who says hygiene lessons can't be
fun? |Arnie Katz)
Missile Command |Atari/Atari 400
& 800/ROM cartridge) completes the
hat-trick for this enormously popular pro¬
gram that has already done well in both
the home programmable and coin-op
fields.
The computer version represents a
beautiful translation of the original com¬
mercial arcade game. If this 'MissileCom-
mand' didn’t feature a single central
command center—instead of the three
found on the coin-op—even gaming
gourmets would be hard-pressed to tell
which one was filling the screen.
Players begin by choosing the num¬
ber of participants |one or two), indicat¬
ing whether scoring 10,000 points
should earn a bonus city, and selecting
the difficulty level at which the action will
start. As 'Missile Command' fans know,
the object is to fire anti-ballistic missiles
|ABMs) to detonate incoming rockets be¬
fore they can devastate the cities under
your protection.
The enemy bombardment comes in
short, but intense, bursts, each faster and
deadlier than the one which preceded it.
Therefore, by setting the game to com¬
mence at wave No. 10, arcaders will test
themselves to the limit from the very first
shot. Of course, the more difficult the
wave, the higher the point value.
Cursor action is satisfy ingly fast. The lit¬
tle aiming square flies across the screen
with a speed reminiscent of the coin-op's
track-ball controller. It's even possible to
set up a protective umbrella of ABMs that
will stop all but the mightiest weapons
from striking the cities.
The always-nameless foe does have
some fearsome armaments, too: ICBMs,
MIRVs (multiple warhead missiles), killer
satellites and bombers, and even smart
missiles that can avoid or deflect ABMs
not perfectly targeted.
After each attack, the computer tallies
cities and defensive rockets remaining.
The gamer usually uses this interval to
take a few deep breaths and prepare for
MISSLE COMMAND
the next onslaught.
Strategy is similar to that used in the
coin-op version. Remember to allow for
the time it takes for an ABM to travel to its
goal and fire where you expect the
missile to be when your ABM detonates.
It is generally not worthwhile to protect
flattened cities while, conversely, saving
the two metropolises on either side of the
command center should get top priority.
The game's excellent instruction manual
also advocates launching "insurance"
missiles at the left and right ends of the
playfield in hopes of catching a bomber
or satellitejust as it appears on the screen.
The graphics are outstanding. It's
quite a sight to watch up to five different
types of weapons streaking down the
screen while your cursor hunts them
down. (Bill Kunkel)
Galactic Chase (Spectrum Compu¬
ters/Atari 400 & 800/16K & disk) proves
there's truth in the old saying that you
can't always tell a book by its cover. The
crude illustration on the rules folder,
which serves as the game's cover, is un¬
worthy of the program inside.
Arcaders browsing the software
shelves may be so put off by the package
that they fail to investigate 'Galactic
Chase.' That would be a definite mis-
lent addition to any Atari gamer's
collection.
As the last defender of the civilized
galaxy, the arcader confronts a succes¬
sion of alien invasion fleets. Once the
battle is joined, the attackers peel out of
formation and swoop toward the bot¬
tom of the field on flared insectoid wings.
The arcader fires missiles—or, in desper¬
ate situations, attempts to ram—the
invaders to save mankind and, just inci-
dently, score points. Any creatures who
scroll off the bottom of the screen auto¬
matically reappear at the top and drop
back into the formation.
'Galactic Chase' offers both one- and
two-player options, but like most invader
programs is more suited to solitaire ac¬
tion. There are three skill levels, though
the aliens' speed and ferocity increase
even within each level. At the greatest
difficulty setting, which kicks in when
the gamer encounters the 31 st alien ar¬
mada, the invaders' invisible ray partially
disables the missile launcher so that the
defender's weapons travel much more
slowly. The program helps the gamer
keep track of the number of fleets des¬
troyed by putting a little flag for each one
eliminated in the lower righthand corner
of the playfield.
The arcader faces this mighty on¬
slaught with a series of three starships.
The joystick is used to move the craft
back and forth across the bottom of the
screen and the action button must be
pressed each time a missile is to be fired.
Scoring 7,000 points adds another ship
to the defender's reserve fleet, as does
advancing to the 16th, 32nd and 48th
fleet engagments.
Scoring is tallied on-screen at the base
of the playfield. The program also keeps
track of the best performance during the
current session—highest point total and
greatest number of fleets engaged—on
The point value of the four typesof at¬
tackers—ensigns, captains, flankers and
command ships—holds the strategic key
to 'Galactic Chase.' Each type of space
creature is worth at least twice as much if
hit while swooping than if it is shot out of
the formation. The command ships,
which count for 50 points ordinarily, can
bring up to 400 points if eliminated dur¬
ing a bombing run at the defender.
So although it's hard to resist all those
stationary targets, arcaders must use will¬
power, Wait for the first invaders to leave
formation for a lower-altitude attack be¬
fore atomizing them. How high you
score is a function of how long you can
continue to pursue this approach before
the steadily increasing number of crea¬
tures swooping at any one time over¬
whelms the star ship. At that point, it's
eveiy space knight for himself.
So ignore the tacky cover artwork and
back into the formation, with the ex¬
ception of the bonus-targets which
must be destroyed before. (Laney)
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Dodge Racer (Synapse Software/
Atari 400 & 800/16K cassette, 24K trans¬
ferred to disk) is a splendid computer ver¬
sion of the classic concentric-rectangle
race game. Players guide cars through
connecting, maze-like corridors and
score by running over point-scoring ob¬
jects placed at regular intervals along the
roadways. The main hurdle to clearing
the entire field is a human or computer¬
operated jam car that attempts to crash
into the arcader's vehicle before too
many points are amassed.
Though obviously inspired by Atari's
Dodge 'Em, this version is clearly an im¬
provement on its inspiration. By increas¬
ing the number of lanes to six, 'Dodge
Racer' greatly reduces the chance that
the gamer will develop a system. Once
the arcader has a pre-planned route that
covers the entire field in the shortest pos¬
sible time, it takes a lot out of programs of
this type. It is certainly possible to "solve"
' Dodge Racer,' but it will take most play¬
ers a lot of time to arrive at a sure-fire
Each player receives five cars, with re¬
score counter in the center of the screen.
Drivers rev up to the higher of the two
available speeds by pressing the action
button. At high speed, cars can jump
two lanes instead of the customary one.
This is the arcader's sole advantage over
the jam car, which can never shift more
than one lane at a time.
The program includes 16 variations,
some of which drastically change the
whole complexion of the contest. One
variant replenishes the dots after eveiy
crash, while another pilots the scoring
racer against two crash vehicles. Up to
four can play, either taking turns or
squaring off in a series of head-to-head
confrontations.
'Dodge Racer’ uses machine-lan¬
guage sub-routines that speed up play
andjuice up thejoystick response. A sig¬
nature tune opens and closes each
game, and there's a rumbling audio
track that sounds like a souped-up T-bird.
Even the instructions are clear and pre¬
cise. Maze/chase fans will wantthis one.
(Bill Kunkel]
Imperial Walker (Crystalware/Atari
400 & 800/16K disk) is a mixed bag of five
games—one didn't even make the list¬
ing on the package, because Crystal-
ware only added it to later editions—that
range from graphically impressive but
boring to unique and imaginative.
The lead-off hitter, Imperial Walker,
is a disappointment. The walker—or At-
At—of "Empire Strikes Back" fame
moves through a series of stiffly ani¬
mated poses, but only travels horizontal-
It certainly looks impressive, at least
the first few times. You 'll probably gasp in
astonishment when, after the At-At
brings down a tie-fighter, a tiny rebel
pilot emerges, fires a harmless blast at the
mechanical mammoth and runs off the
A game needs more than looks,
though. 'Imperial Walker' leaves a lot to
The walker can move forward or
backward, shift its head into any of three
firing positions and spit laser blasts from
its mouth, but it can only perform one of
these actions at a time. Simultaneous
movement and fire is out.
Even with such a handicap, the deck
is solidly stacked in the walker's favor.
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Q & A
continued from page 53
Q: How long does Intelllvision
take to make a cartridge and how
much does It cost to make one?
|from Duane ("Intelllvision") Smith,
Rochester, Mn.|
A: First off, Duane, let's make your
question slightly more generic. Intellivi-
sion. Atari and Odyssey all take approxi¬
mately the ame amount of time in pro¬
ducing a new game cartridge: about
four months. This Research and Devel¬
opment period is veiy expensive, as is
production of the program boards and
the asssembly line process whereby
they are placed within protective plastic
Q: I would like to buy an Atari 400
computer, but I would like to put
more K memory into It. The people
at Atari told me if I do that, the com¬
puter might break down, and it
won't understand what I want It to
do. (From Robert F. Hobbs, Dracut,
Mass.)
A.' Well, asyourfriendly Game Doctor
has had an Axlon 32K Ramcram in his
400 for over six months now without
any ill-effects, the only real cause for con¬
cern seems to be Atari possibly voiding
the warranty on any souped up system.
Several companies are now produc¬
ing upgrade boards for the Atari and,
aside for occasional line-distortion, they
are all apparently safe. As for the compu¬
ter failing to "understand" you, I can't
imagine why. The only real danger
could come from accidentally inserting
the board into the 400 backwards. So if
you’re not sure what you're doing,
have an authorized dealer install it for
you. *
Well, it's time to lock up the question
there on the videogame golf course
and shoot a few holes.Butifyou have
any questions about programmable
videogames, hand-helds, coin-ops or
computer games — any aspect of elec¬
tronic arcading — just drop a line to
your favorite gaming sawbones. Send
your problems and question to:
Electronic Games, 235 Park Ave.
South, New York, N.Y. 10003. c
While this is admittedly true to the "Star
Wars" mythos, it makes the game pretty
one-sided. The tie-fighter, which can be
controlled by either the computer or a
second human player, can only stop this
armored lummox by shooting at its vul-
The bottom line is that 'Imperial
Walker's first-rate visuals mask a pro¬
gram that has many of the characteristics
one would expect of a computerized
sleeping pill.
Auto Race challenges garners to
steer cars through a treacherous maze.
number keys to shift gears. Not so nice is
that the programmer didn't take the time
to adapt 'Auto Race' for joystick move¬
ment. Having to steer with the four direc¬
tional keys makes this game much more
trouble than it’s worth to master.
On the other hand, those who enjoy
"nim" games have got to love Lazer
IMim. For the uninitiated, this version
provides several rows of little robot kew-
pie dolls. Alternating turns with the com¬
puter, the arcader eliminates as many
dolls as desired, but only from one row in
a given turn. The object is to see who
This program won't make anyone for¬
get Star Raiders, but it certainly is the
best version of this ancient game for the
computer. The allure is all in the charm¬
ing graphics: the androids resemble
nothing so much as the aliens from
"Close Encounters of the Third Kind."
Gunfight is a wild west shoot-'em-
up, and the same thing has been done
better. The colors seem rather bleak, and
the bullets can be difficult to pick out
against the background. The shining
moment comes when a gunfighter stops
a fatal slug. The computer trills a short
dirge and then sets up a little tombstone
Snake 'n Shake is the mystery bonus
game mentioned earlier. Ironically, it's
the disk's real treasure. This clever cousin
of Surround is an abstract contest that
sends gamers on a chase after a random¬
ly appearing blue dot. The target pops
into existence, stays a few seconds and
then blinks to another section of the
The player uses a joystick to direct a
cursor that grows a longer tail each time
it catches up with the dot. Running into
the playfield boundary, the obstacle
cross located at the center of the screen
or the tail of the snake ends the game.
With some practice, skillful players will
soon be hauling around a snake that's
several times longer than the diameter of
The trick is to pass up the dot when it's
wedged Into particularly tough spots
and make the most of opportunities to
get it when it's comparatively accessible.
Be particularly on guard against running
over the tail, which often happens when
the arcader tries to brake or suddenly re¬
verses direction.
'Snake 'n Shake' ranks as one of the
most stimulating challenges to the hand-
eye masters to come along in sometime.
So be sure to get the editions which in¬
clude it. And if you got one of the earliest
copies of 'Imperial Walker,' see if you can
exchange it for a newer one. The pre¬
sence of 'Snake 'n Shake' on the disk
spells the difference between a question¬
able value and a real bargain. (Bill Kunkel)
Star Thief |Cavalier Software/Apple
II/48K) is almost assured of a warm re¬
ception, because it is one of the few pro¬
grams offered for the Apple that two
people can play simultaneously. Based
on the coin-op success, Ripoff, the
general object is to keep the aliens from
stealing the pulsating pods.
The game starts slowly, but the action
heats up significantly as it progresses.
Each participant is armed with phasers to
shoot at the multi-colored and swift-
moving aliens, who fire back and gobble
up the pods as they fly. Controls function
exactly like Asteroid Field, Cavalier's
previous entry. Pushing the paddle but¬
ton rapidly discharges the phasers, while
holding it down applies thrust to the
The concept is straightforward: Blast
the enemy to smithereens before they
can clear the field of pods. The game
ends when both players have been killed
and all the pods are gone. Some of 'Star
Thief's' best moments come when the
pods are gone, one player is out of com¬
mission, and the survivor battles to the
death with the invaders.
Avoiding the comers is guaranteed to
keep you in the game longer, because
that's where the aliens materialize.
Shooting through the sides of the screen,
using a technique reminiscent of one
facet of strategy for Asteroids, is quite
legal—and very effective. Players are al¬
lowed to team up to form a united front
can go it alone.
Whichever way it's played, 'Star
Thief is sure to appeal to arcaders look¬
ing for another outlet for a strong des¬
tructive streak. (Leigh Goldstein)
•!• 4 * 4 * -b ❖ *+ ❖ *+* 4 * * * 4 *
Swords Against
the Evil
Wizard!
r he Quest/Survival Software/
Atari 800/48K disk
This is the initial installment of a pro-
jetted multi-part epic that is distinguished
from the usual run of such games in sev¬
eral important ways.
One is that, in a field overwhelmingly
dominated by adventures with a fantasy
theme, this one has a resolutely science
fictional slant. It's a post-nuclear war
story in which the hero starts on the out¬
skirts of one of the few remaining settle
ments and heads West to discover what
remnants of the once-mighty American
civilization might still exist.
Another unusual wrinkle is that The
Quest is an augmented text adventure.
Besides the usual words, it is graced with
some entertaining audio-visual effects.
As night begins to fall, for instance, the
screen's background color slowly dark¬
ens from daylight blue to midnight black.
Firing a gun—assuming, of course, the
arcader is clever enough to find it—
produces an audible report. When an
adventurer tries to study a map, the
screen displays an actual drawing, not
just a written description of its contents.
Something else not found too fre¬
quently in other games is 'The Quesf's
concept of "the Guardians." If the com-
puterist attempts to direct the on-screen
explorer into a course of action within
the game for which the hero is unpre¬
pared, the program prints out a warning
and prevents progress along forbidden
lines until any deficiency is rectified.
Whether this is a good thing or a bad
one will depend entirely on each indivi¬
dual's attitude. Some will greatly preferto
have their character live—or if need be
—die as a consequence of his own ac¬
tions. Others will undoubtedly be grate¬
ful to "the Guardians" for saving them
from expending a lot of futile effort.
The program itself is of fairly good
quality, but it has some annoying as¬
pects. There are some intriguing puzzles,
but there are also entirely too many "set
Here's an example. At one point the
explorer, while examining a room, is
jumped from behind by a crazed |and
wounded) man. The man flails about
wildjy and rushes past the adventurer,
leaving a crucial map behind. Even
when the gamer takes precautions
against being surprised in this man¬
ner—or when you knoyv the attack is
coming because it isn't the first time
you've played this section of 'The
Quest'—there is no way to prevent or
anticipate this event. Your character can
face every direction in the room and not
see this guy, butjust let the explorer start
to leave and—whaml—the wounded
psycho jumps on his back out of no¬
where. There is also no way to stop the
man from leaving, even if the doors and
windows are locked. It would have
been a lot more sensible to have hidden
the map somewhere in the room so it
could be found. Such false notes definite¬
ly detract from an otherwise enjoyable
experience. Hopefully, the designer will
learn to avoid such set-ups in future in¬
stallments.
Wizardry/Sir-Tech/Apple II/48K disk
Although it lacks some of the play-ele
ments found in other titles. Wizardry's
debut is an event of singular importance
to lovers of computer adventures. Those
who have a thorough grounding in
non-electronic role-playing games like
'Dungeons & Dragons' (TSR| will be par¬
ticularly excited by the possibilities.
The initial package—Sir-Tech has
promised that additional scenarios will
become available about mid-year—
includes the Master Disk with a "gilded
hole" scenario on the flip side.
Proving Grounds of the Mad
Overlord, though quite enjoyable in its
own way, is intended by the designers
to help players become familiar with the
system and develop characters powerful
enough to stand a chance against some
of the forthcoming menaces. The wizard
Weirdna has stolen a valuable object
from the treasure rooms of the mad
monarch Trebor, and the gamer must
forge charcters mighly enough to sur¬
vive the dangers involved in getting it
back.
A particularly well-done instruction
book tells everything needed to create
and direct the on-screen heroes and
heroines without revealing too much
about the various charts, tables and
equations that underlie movement,
combat and other actions.
While a reviewer might wish to know
more about what makes things tick, it's
possible to make a veiy good case for the
attitude that the players are better left in
ignorance about such matters. Lack of
pinning.
Designers Andrew Greenberg and
Robert Woodhead contend that
'Wizardry', at 14,000 lines of code, is the
longest program ever written for a micro¬
computer game. Considering the wealth
of detail they've packed into this thing, it
may well be true. Greatly facilitating
ease-of-play is the fact that 'Wizardry' is
done in Apple Pascal 1.1 Run-time Op¬
erating System. This yields a game that
will run on a garden-variety Apple II Plus,
yet has lightning-quick data manipu¬
lation no Basic program can match.
Once a computerist becomes familiar
with the procedures in 'Wizardry,' it’s
possible to input and process informa¬
tion faster than the monitor can print itl
The best way to giveyou some idea of
this title's features is to run through the
steps necessary to create a party. That's
right, RPGers, it is possible to run a group
of up to six characters at the same time.
After choosing a name, the player de¬
termines the race (human, elf, dwarf,
hobbit or gnome) and the alignment
(good, neutral or evil). The computer
then prints out the values for the six basic
traits (strength, I.Q., piety, vitality, agility
and luck) appropriate to the race select¬
ed. Also generated is a number of "free"
ability points, usually in the 7-30 range,
which the player can allocate as desired.
This makes it possible for any one charac¬
ter to attain the minimum needed prime
requisite for any of the four "regular"
classes of adventurers (fighter, priest,
thief and mage). There are also four
"elite" classes (samurai, lord, ninja and
bishop), but only bishop is available to a
beginning character—and then only if
the adjusted ability scores are ve/y high.
Finally, the gamer has the option to keep
the character roiled up or scrap it and tty
again.
It would be helpful if subsequent edi¬
tions put the selection for alignment later
in the character generation routine. The
thief class, for example, is only open to
"neutral' or "evil" characters, and it
would be good to have a less restricted
range of choices.
The actual classes are a well-done
adaptation of standard non-electronic
role-assumption gaming fare. The
balance of strengths and weakness com¬
pels all members of an adventuring party
to work together to achieve success.
Fighters are best in combat, mages work
spells, priests can fight a little and pull off a
variety of miracles, and thieves are ex¬
perts at defusing traps and picking locks.
In the case of the latter class, however,
it's too bad the game could make no pro¬
vision for the thievish skills of sneaking,
stealing and climbing. There's a slight
tendency, when playing, to treat the
party's thief as a human can-opener, so
gamers are advised to control at least
one other adventurer on the mission or
risk boredom.
AURELIUS NEUTRAL HUNAN FIGHTER
STRENGTH 11 GOLD
p!p?y § EXP
1S|
•8.1 3
* warn
WIZARDRY
Once enough characters are produced,
the focus shifts to the castle. A visit to the
Inn permits the players to assemble a par¬
ty of heroes, and this is often followed by
a trip to Boltac's Trading Post to buy arms
and armor. Some magic is also obtain¬
able, but it is properly expensive and
Then it's off to the maze-like warrens
beneath the castle. The computer shows
players a constantly updating 3-D per¬
spective view of what the characters
would actually see, a rundown on the
party members' current status and a list
of options requiring the typing one one
letter to implement. The party moves
through the corridors, exploring rooms
and changing levels. Mapping is abso¬
lutely necessary.
Though beings met in the dungeon
occasionally greet the party with friend-
point. If one occurs, a color drawing of
the monster-type closest to the party ap¬
pears in the upper left-hand comer, and
the opposition is listed to the right.
Players then choose an option for
each character. When this is completed,
the program fights the first round of com¬
bat, reporting what each participant on
both sides is doing. The current status of
everyone involved is revised, and the
process repeats.
If the party vanquishes its foes, the
number of experience points earned by
each character replaces the list of attack-
matically parcelled out evenly. Finally, if
there is a chest, the game initiates that
series of options for the players.
If the party has sustained appreciable
damage, it may erect a camp. There, in
safety, the adventures can cast healing
spells, examine mysterious items found
in the dungeon and revise the .group's
marching order.
'Proving Grounds of the Mad Over-,
lord' gives adventures a fair shake, but it
is very stingy with its rewards. Charac¬
ters have to work hard and take big risks
to get any of the real plums.
After exiting the maze, the party may
gototheTempleofRadiantCant, where
the holy men will raise the dead and cure
the poisoned or paralyzed for a stiff fee. It
is wise to camp shortly before returning
to the castle and use up any healing
spells on party members that need the
help. Damage not repaired in this
fashion can be mended with rest at the
Adventurers Inn. There are several
grades of accommodations, each with a
different healing rate. Since aging is a fac¬
tor in the game, the best rooms should
be chosen if the character can afford the
The visit to the Inn is also the means by
which the program records each charac¬
ter's newly gained experience. Those
which have accumulated enough points
are advanced to the next highest level
within their class. This frequently gains
new or heightened abilities. 'Wizardiy'
also borrows a concept introduced by
the non-electronic "Tunnels & Trolls"
and has the ability scores fluctuate slight¬
ly when a character attains a new level.
Usually, several traits will increase by a
point each, but a reduction becomes
more likely as a character gets older. Age
50 seems to be the woriy line.
Even this extensive review only
scratches the surface of 'Wizardry.' The
only way to really understand this
smooth-playing fantasy game is to get
out there and adventure in it for awhile.
And in this case, that is highly recom¬
mended to all electronic adventurer-
B ook of Hints/Adventure Interna¬
tional/Not a program
Scott Adams Adventures were among
the first—and remain among the best-
series of inter-active computer text
games. There are many reasons for their
widespread acceptance, not the least of
which is that Adventure International
has made its varied line available for most
of the major micro systems.
Yet that alone cannot explain their en¬
during popularity in a field that always
puts a premium on the new and in¬
novative. Scott Adams himself, a skilled
programmer with a flair for concocting
ingenious puzzles laced with a bracing
dash of humor, deserves a large measure
of the credit. This library of scenarios, an
the introduction to computer adventur¬
ing for most of those presently engaged
in this facet of electronic gaming.
If Adam's creations have an achilles
heel, it is that, in general, the individual
puzzles and traps must be surmounted in
a pre-determined sequence. Failure to
penetrate even one of the many myster¬
ies contained within each Adventure in¬
evitably brings all progress to a screech¬
ing halt while the player frantically hunts
for the key to the solution.
Typing in the command "help" will
sometimes elicit enough information to
get things moving again, but not al¬
ways. Adventure International has how
taken pity on us poor folks who are, tem-
against one of Adams' creations by pro¬
ducing a book of hints covering the first
nine programs in the set.
Author Adams displays just as light a
touch here as he does with the games
themselves. The hints are not so specific
that they ruin all the fun, yet they contain
enough wisdom to prompt most players
to develop the correct strategy.
Even better, the suggestions are pre¬
sented in a format that is appropriate to
the spirit of the games upon which they
comment. That is, they are not given in a
cut-and-dried, straightforward manner.
It requires a small amount of work on the
gamer's part to unearth these clues.
The process of finding a hint is relative¬
ly simple. After locating the section of the
booklet for the desired adventure, the
truth-seeker scans a list of short questions
until he finds the one that seems to apply
to the specific predicament under study.
Underneath each question is a series of
numbers. These are cross-referenced
with a special code dictionary. All the ar-
word for each corresponding number.
This may sound cumbersome, but it
has one important advantage. It is vir¬
tually impossible to see a hint not abso¬
lutely required by the gamer. After all,
who wants to spoil an adventure by in¬
advertantly learning the solutions to all
the puzzles?
A wise adventure-gamer should no
more consider tackling one of Scott
Adams' brain-bogglers without 'Book of
Hints' clutched firmly in hand than the
on-screen hero would assay a danger¬
ous quest without sword. ::
VIDEOGAME PLAYERS ' 1
T-Shirts
——"S ' 1
By Frank Tetro, Jr.
I n UFO, players control a spaceship
equipped with armed, ramming
shield, in an area of space patrolled by an
intergalactic foe capable of dispatching
three types of deadly weapons. The en¬
emy can launch random UFOs (worth
one point|, hunter-killers (three points|
and even light-speed starships (10
points|. The player must use his shield to
destroy as many of these as possible
before his ship is obliterated.
The shield appears as a ring of eight
colored dots, one brighter than the rest.
This is the cannon. Moving the ship
causes the shield to rotate in a clockwise
direction, permitting the cannon to be
aimed. The shield can also ram UFOs
and starships. But once it has destroyed
an enemy weapon or ship, through
Let's Save
the Universe
either means, the shield shuts down
several seconds for recharging. When it
returns. It takes on an intermediate color
before returning to its normal blue. Dur¬
ing this period, the ship has a 50/50
chance of surviving a hit.
If at any time while you are playing,
two random UFOs merge, they will
form a single hunter-killer. As these are
worth three points to the random type's
one, let this happen before firing.
The best strategy for beginners is to
ram the UFOs, at least until you master
the tricky business of aiming the cannon.
With practice, aiming becomes mud
easier, but you’ll still probably ram mor
UFOs than you blast. Remember alsi
that the cannon's range is limited ti
about one-quarter of the playfield, si
The most valuable target-object on
the screen is the light-speed starship, but
it is also the most deadly. It can travel
through hyperspace, remember, and
may turn up anywhere on the screen at
any time. It also fires in bursts, so that if it
has the Federation cruiser in its range,
the first blast defuses the shield while the
second obliterates the cruiser itself..
The starship has an achilles heel,
however, in that it can only fire in the
four diagonal directions,. Therefore, if
the cruiser approaches it from the side,
above or below, it’s a sitting duck. Trou-
umjium
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JAWBREAKER
ble is, it doesn't exactly stand still and let
you get astride it, so you'll have to con¬
tinually mirror its movements from a safe
position until you can get off your shot.
For beginners, there is a simpler strategy:
run for your life, hide behind UFOs—
anything^just stay away from it.
Again, arcaders will probably find it
easier to ram the starship than blow it up.
Whichever tack you prefer, there's no
avoiding the fact that you've got to get
the starships for the big point totals.
Otherwise, stay toward the center of
the screen. The enemy is always busy
generating more UFOs off-screen, and
the unwary pilot caught in the upper
and lower comers of the playfield often
ends up floating in space without a craft
before they realize what hit them. True,
the UFOs are thickest at center-screen,
but at least you can see them.
Jawbreaker/On-Line/Atari 400 &
800/16K disk
Jawbreaker is a maze-chase/gobble
game patterned on the popular coin-op,
Pac Man. Players maneuver a set of
teeth through a maze, gulping down lit¬
tle white-ringed ’ 'wife-savers" and occa¬
sional powered jawbreakers before get¬
ting said choppers knocked out by one
of the quartet of Cheshirefaced "bullies."
In each of the maze's four comers are
found the special, jewel-like jawbreak¬
ers. Guiding the choppers over such a
morsel momentarily turns the smiling,
brightly-colored bullies into frowning,
blue cowards, which the player may
then devour for bonus points. Wife-
savers are worth 10 points, jawbreakers
count for 50 while bonus objects |lollF
pops, candy hearts, toy sailboats) range
in value from 100 to 500 points.
Eating a bully is profitable business,
too. The first tough guy you gulp down
during a given "blue period" is worth
200 pts., the second, 400 and so on, up
to 800 points for all four. After getting
eaten, however, the bully's ghost flies
back to the "corral" at the center of the
playfield maze, where he will re-emerge.
There are two strategic approaches to
this game, one fora player shooting for a
high score, another for a gamer who
wants to clear as many walls as possible.
(Clearing three sets of wife-savers is good
for a bonus pair of choppers.)
When going for points, the best bet is
to eat as many savers as possible with¬
out chowing down on that quadrant's
jawbreaker. Try to eat the mysteiy ob¬
jects when possible—take no senseless
risks for a 100 point lollipop, however.
Only down the jawbreaker when there
are several bullies on your tail, at which
point you'll stand a good chance of
catching all four of them.
There is also a special tunnel which
acts as a scrolling short-cut from the bot¬
tom of the screen to the top, or vice ver¬
sa. When moving through the tunnel,
the teeth travel at normal speed, but the
bullies are reduced to half their normal
movement rate. This makes a very con¬
venient escape hatch, therefore, in tight
If you opt for the second approach-
going for as many walls as possible, you
must mentally divide the maze into four
sections, right through the middle, each
containing a colored jawbreaker. Go to
work clearing one section at a time.
When bothered by bullies, just gulp the
jawbreaker and they'll run away. Do
not attempt to chase them; simply
continue on your way until you've
cleared that sector of wife-savers, then
move on to the next one.
With each wall cleared, the bullies get
quicker until they can eventually move
faster than the teeth. At this point, clever
timing in devouringjawbreakers and
expert use of the scrolling tunnel are
required ingredients.
Star Raiders/Atari 400 & 800/8K
Star Raiders is a computer adventure
which puts the player in the cockpit of a
mighty intergalactic starship. As part of
the Atarian Fleet you must rid the gal axy
of enemy fighters, cruisers and deadly
basestars.
As the game begins, hit "S" to activate
your shields lest a stray meteoroid demol¬
ish you beforeyou even start, and "C" to
start up the attack computer, which is in¬
valuable in targeting. Next push "G" to
summon up the Galactic Chart. This
grid-display will indicate the positions of
the friendly starbases, which must be
protected at all costs, in relation to
enemy squadrons.
At the "novice," or learning, level, the
trip into warp space is navigated by the
computer. At other levels, a steady hand
on the joystick is required to stay on tar¬
get as the tremendous strain of warping
can cause the ship to waffle slightly, re¬
quiring manual readjustment. Remem¬
ber that pushing the joystick left moves
you right and vice-versa: everything in
hyperspace is backwards. This will take
Once you've reached the desired sec¬
tor, one of several things will happen. If
there are no Zylons in the area |they can
change location quickly), all will be quiet.
If the enemy's around, warning claxons
sound an alert, and the attack computer
will pick up the nearest target and focus
in on it, giving a visual aid as to its loca¬
tion in the sighting device in the lower
right corner of the screen. The computer
also feeds other information that allows
you to line up the enemy along the ver¬
tical and horizontal coordinates with the
Once within a zone, you can hit one
of the numbered keys to apply impulse
engine power. Sectors are rather large,
and even Zylons in the same sector may
be outside your ship's range. Once
you've activated the engines—6 or 7 is a
good cruising speed—move to within
100 centons of the enemy craft you're
seeking, at which point it will become
visible on screen. When it's in the
crosshairs, fire twice, in rapid succession,
launching both left and right photons.
Remember, though, these babies fire
back, so don't let them get too close.
If you have trouble centering the ship,
or if it seems to disappear off the sides of
the screen, it is probably firing from
behind you. When this happens, hit "T"
and the computer will track the enemy,
automatically shifting from front to rear
Once you destroy a ship, the com-
Zylon. But ifyourship is hitatany butthe
"novice" level, it may be damaged. If It's
something serious like the engines or
tracking computer, or if the fuel dips
below 1500, it'stimetodockatafriendly
starbase for fuel and repairs.
Track down a basejust asyou would
an enemy ship. When you get close
enough to see all six window ports on
the starbase, hit "zero" on the keyboard
to come to a complete stop. The
message "Orbit Established: Stand by"
well. Sit back and wait unitl the computer
reports that the transfer is complete, then
get on with your star raiding.
As explained before, the Zylons first
surround, then destroy your bases.
When a base looks hopelessly outgunn¬
ed, you may choose to fly in and finish it
off yourself so as not to lose as many
points. Use this maneuver sparingly,
however, as the Atarian Federation
does not look kindly on this sort of
interstellar genocide.
worth more than twice as much as rock¬
ets sitting on the ground.
As mentioned, your ship can either fire
lasers from the bow or drop bombs. The
best strategy at this level is to stay close to
the ground, using the ship's laser to
knock off targets. And always go for the
fuel tanks, to insure your own supply.
Aside from controlling vertical move¬
ment, this coin-op's joystick also has
horizontal control. Movement to the
right speeds up the ship; movement to
Mastering these motion controls
comes in very handy, especially during
the fifth scenario, when you must guide
your craft through a maze-like city of
walls with fuel tanks blocking the way.
Using the laser, eliminating the fuel tanks
should be fairly easy. Navigating
through the city's labyrinthine turns isn't
quite so simple.
Bear in mind that your ship, like a
shark, can never stop moving. There¬
fore, since it seems impossible to move
vertically without going forward, most
players assume they can't go from the
top of the playfield straight down to the
bottom in order to complete the maze.
Not so! There is a way to temporar¬
ily make strictly vertical moves. When
this phase begins, push the stick all the
way to the right, taking her to maximum
speed. Then, when you reach a point at
which a vertical move is needed to reach
the next passage, simply push the joy¬
stick diagonally to the lower left to drop,
or the upper left to rise straight up. This
will simultaneously slow the ship to mini¬
mum speed while affording upward and
downward control. Then, once you've
reached the next passage, return to full
speed to get ready for the next vertical
Once the fifth level has been con¬
quered, you will next fly over a city and
attempt to detroy the base station. This is
fairly straight-forward stuff. After that,
you can try the whole thing again.
However, this time the Scramble War¬
riors are slightly more agile, so good luck,
and keep on trekkin'l
Note: Because of operator-controlled
options on many coin-op machines, all
do not work on the same difficulty levels.
Keep this in mind if you find a game
much more difficult than described. Itjust
means thatyou live in an area with some
real hot-shot arcaders who have forced
the arcade operator to re-set his machine
upa notch ortwo (coin-opsoften feature
several difficulty levels| in order to keep
from being skinned alive. Maybe you
should consider another neighborhood.
Scramble/Stem/Coin-op
Scramble is a space action
game in which arcaders must
shoot their way through five
Scramble Defense Systems to
the base station which must
also be destroyed. After that,
the entire game begins again
at a higher difficulty level.
The five defense systems,
each requiring a separate
strategy, become progres¬
sively more challenging.
Because of the complexity of
this game, and the limited
ie first ai
issault, you fly
over hills and valleys using
bombs and lasers to destroy as
many objects as possible. The
first target is the fuel tank,
which is not only worth 100
points, but also adds to your
supply of energy. Remember,
if you run out of fuel, you
crash. The second group of
targets, the mystery towers,
are worth anywhere from
100 to 300 points, and are
relatively easy to destroy. The
next objectives, however, are
not such sitting ducks: they're
rockets, which are launched
at your ship if you don't rub
them out quickly enough.
The most desirable approach
ground, then blow
before they can get n
you—as flying missiles
e the
up
by Bill Kunkel and..............
Frank Laney Jr. ☆ ☆☆☆☆☆☆☆☆☆☆☆☆☆
VIDEO PINBALL
A steroids (Atari/CX 2649] is the
long-awaited game that has had
owners of Atari's VCS lining up to buy
in record numbers. Advance demand
ran so high that many retailers had to
take reservations from eager arcaders
anxiousto make sure that they wouldn't
be left out once 'Asteroids' arrived in the
Why the long interval between the
announcement of the cartridge and its
actual release? Making, a home version
of this coin-op smash proved to be a
vastly complicated process. The buga¬
boo was technology.
The original 'Asteroids' uses an in¬
telligent Quadrascan monitor that
allows hi-res images to be drawn any¬
where on the screen. This permits the
machine to vary the speed and direction
of each hunk of space debris. It is impos¬
sible to simulate the unique Quadrascan
output on a traditional rasterscan screen
such as television sets employ.
Another hurdle Atari designers had to
overcome is that the typical coin-op
game utilizes 16K of memory, about half
of which is alloted to the "attract mode,"
the little show the screen gives when
nobody's playing. The VCS, even at its
optimum, only had the capability of run¬
ning a 4K program.
Note the use of the past tense.
Development of a bank switching
system has effectively doubled the
capacity of the Video Computer System.
Even so, those who expea the home
version to be as similar to its coin-op
parent, as were Space Invaders or
Missile Command, will be disap¬
pointed. Judged on its own merits,
however, it is an astonishing success.
Played in the "fast" mode, 'Asteroids'
is an exciting contest, with multi-colored
space rocks whizzing around the screen
in several directions. Even the ever-
popular “mystery ship" makes an
appearance (if difficulty switches are set
to the "A" position]. They make surpris¬
ingly challenging targets, even in this
As most Electronic Games readers
know, 'Asteroids' casts the gamer as the
skipper of a spaceship besieged by space
rocks of various sizes. The craft can be
rotated a full 360 degrees and has a
front-mounted laser cannon to chop up
the moonlets. When a large asteroid is
hit it breaks into smaller chunks. These,
in turn, become interstellar pebbles if
struck by a subsequent laser shot. The
smaller the asteroid, the higher its point
Several options are available. One is
the choice between "slow" and "fast"
asteroids. The designation is a misnomer,
since there's no real change in speed.
What happens is that, in the "slow"
mode, the space junk moves up and
down the screen in relatively straight
lines. Playing at the "fast" setting causes
the rocks to veer when hit, creating
havoc for the arcader who must
simultaneously track numerous objects.
The player can also select the number
of points needed to earn a bonus ship
and whether the craft should be equip¬
ped with shields or hyperspace drive.
Shields temporarily protect against colli¬
sion with the asteroids, but they are a
major drain on the engines. And keeping
the shields up too long will make the ship
explode. Hyperspacejumps the ship to a
random point elsewhere on the screen.
This is only good for life-and-death situa¬
tions, though, because the new location
is often even less hospitable than the
Since the best 'Asteroids’ players
generally try to maintain a position at the
center of the screen, most use the thrust
option sparingly. By pushing thejoystick
forward, the arcader moves the ship in
the direction in which its nose is currently
pointing. For abrupt stops, turn the ship
around and apply thrust until forward
momentum is negated.
The addition of color to the pro¬
gram—the coin-op is limited to black and
white with a blue overlay—is a definite
gain for the VCSedition. Especially pretty
are the white asteroids, which explode in
a rainbow when struck by the laser.
le (Activision/AX-011), de-
I signer Bob Whitehead provides ar-
caders with a novel situation. The player
portrays an electronic horseman with a
push-button lariat, ropin' steers and
chasin' mavericks on the open range.
Cleverly disguised as a cute-but-not-too-
difficult kideo cartridge, 'Stampede' is
actually one of the sternest tests of hand-
eye coordination yet devised by the
The joystick is used to steer the
mounted wrangler up and down the left
edge of the screen. A flick of the action
button shoots the rope out to snag one
of the varicolored cows like a frog's
tongue spearing an unwary fly.
The big challenge is to never allow
one of the animals to thunder past the
cowpoke and off the left edge of the
playfield. He can keep the herd within
bounds by lassoing some and nudging
others by riding up beside them. The
problem is the mavericks. These critters
don't move a-tall, so they must be roped,
or they'll definitely exit stage left. The
black maverick cows are worth lots of
extra points, however, and roping them
will help earn the 1,000 needed to get a
"■■■■■■ horseman.
are excellent. The cows
move at varying speeds, and the pony
bucks when it runs into a stray and
stumbles if it trips on a rock. At the higher
speeds, this cartridge is, as its name sug¬
gests, a video stampede. So put on your
spurs and chaps, slap that 10-gallon hat
on your head and ride 'em cowboyl
ro Pinball (Atari/CX2648) tries
to prove that pinball and program-
le videogames are compatable, at
least as much as, say, oil and water.
Whether Atari has succeeded in wed¬
ding the two forms will fuel debate
among flipper fans and electronic ar-
caders alike for some time to come.
Atari made a good start by deciding
to control the game with a single joy¬
stick—and then using the stick, not the
action button, to direct the flippers. This
method allows the player to employ the
little bats at the bottom of the field one at
a time, much as one would on a coin-op
pinball machine. (Using the action but¬
tons of both sticks, one for each flipper.
There's a surprising variety of action
in 'Video Pinball.' Three large square
bumpers arranged in a big triangle
dominate the table, which has the
plunger chute on the right and an
unguarded drain path on the far left. At
the top in the center are three drop
targets. These are worth lOOpointseach
when hit and, if all three are eliminated,
the multiplier of the main bumpers in¬
creases by one. (The bumpers score the
multiplier times 100 points for each hit.)
If all three drop targets are cleared, they
reappear, and the cycle begins again.
Two roll-overs figure prominently in
the game. The one on the left is initially
worth 100 points times the number
shown in the channel, which increases
by one evety time a ball passes through.
At the end of a ball, however, it rings up
an additional 1,000 points for each roll¬
over, up to a maximum of 4,000. The
other one, easily identified by the Atari
symbol, scores far fewer points, but if it's
triggered four times, the player gets an
extra ball. Don't get greedy, though;
Only one bonus bail can be in reserve at
any given time. The machine prints an
Atari logo just above the flippers each
time the gamer scores with the bonus
ball roll-over.
Just to add a little extra suspense. Atari
threw in a special lit target. It biinksonjust
below the center bumper for four sec¬
onds at a time. Hitting it scores 1,000
Pinballers often complain that video
pinball fails because the player doesn't
physically interact with the field. The car¬
tridge partially overcomes this by allow¬
ing the arcader to apply little nudges.
Holding down the action button lets the
gamer tap the ball by pushing the joy¬
stick in the desired direction. Only the
slightest push will work, since anything
harder causes the game to tilt.
Video Pinball' includes two difficulty
levels. The harder adds two more drains
at the bottom of the playfield. There are
four variations, two solitaire and two
head-to-head. Either alone or with a
friend, you can choose to have the
multipliers reset after each ball or allow
them to mount up through the entire
course of the game. The latter, obvious¬
ly, produces the higher scores.
Although nothing short of an honest-
to-goodness real pinball table will satisfy
the purists. Video Pinball' will probably
interest most videogamers.
K C. Munchkfn (Odyssey 2 ) is a rather
■ amusing twist on the gobble
game theme and earns the distinction of
being the first of the type to become
available as a programmable videogame
cartridge. The arcader moves the mun-
chkin around the maze using ajoystick in
an effort to scoop up the 12 mun-
chies—eight one-point regularones and
four, three-point specials—before one of
the three munchers can gulp it down to
end the game. It is possible to scroll
horizontally using the corridor of the
maze that opens to the left and right
edges of the screen.
As in Pac-Man, eating the special
munchies strengthens the munchkin
enough to turn the tables on its tormen¬
tors. If consumed before any return to
the corral for rechanging, the first
muncher eaten is worth 5 points, the se¬
cond scores 10 points and the third
counts a big 20 points.
Clearing the entire maze causes the
field to be replenished and the game to
resume—only this time at a higher level
of difficulty. Both the current score and
the best total compiled during the cur¬
rent play session are shown at the bot¬
tom of the screen. As in Odyssey's UFO,
there's a place for the proud record-
holder to type in his or her name.
That's what's familiar
Munchkin.' There are some notable in¬
novations as well. One departure is that
designs are available in either standard
or invisible form, and an option that pro¬
duces a new configuration each time is
also offered in both modes. Odyssey has
capitalized on the flexibility of keyboard
input to introduce true programmability
to gobble games. That’s right, arcaders
can custom-design their own mazesl A
simple system, which is thoroughly ex¬
plained in the instruction folder, enables
players to quickly add or subtract boun¬
dary lines anywhere on the field.
It goes against the gamer's credo to
admit it, but'K.C. Munchkin' maybejust
a little too easy, especially at the lower
skill levels. Even the fact that the mun-
chies move around the playfield does
not balance the relatively slow move¬
ment speed, and the lackof a real killer in¬
stinct on the part of the munchers. The
burden will clearly be on the gobble
gaming gentry to design more byzantine
mazes that pose a tougher test than the
ones provided by the cartridge.
I ce Hockey |Activision/AX-012)
only this company's first teamsport
title, but also its first 4K videogame (not
counting the previously published
Bridge). The extra length—most car¬
tridges are 2K—provides designers the
opportunity to add complexity and
subtlely to their creations.
Sports games aren't the strong suit of
the VCS, just like arcade games often
don't look right on the Intellivision. To
enable it to produce top-quality home
versions of contests like Breakout and
Missile Command, Atari traded high
resolution graphics for faster on-screen
movement. Mattel made the opposite
choice as a result of its decision to con¬
centrate on athletics as the subject of
most of its cartridges.
But with 'Ice Hockey'joining Activi¬
sion's Tennis and Skiing and Atari's
Championship Soccer, VCS owners
now have a quartet of reasonably
realistic simulationsthat play well solitaire
as well as head-to-head.
The cartridge features a non-scrolling,
slightly angled rink with two-player
teams manning each side. Each team's
forward can skate the length of the ice,
forechecking fiercely, but the defense-
men are restricted to their half of the Ice.
Since there are no referees to police
things—"I always thought the game
would be more fun without th
quips designer Al Miller—slashing, spear¬
ing and tripping are vital elements of
strategy. If. one of your men knocks a
rival off his skates, the on-screen figure is
The player nearest to the puck for
each faction is given a stick with which
to check, trip, steal the puck, carry, pass
and shoot. When a player has posses-
along the length of the blade of his stick.
The puck's locaton on the blade at the
moment it is shot determines the direc-
'Ice Hockey' tests accuracy and timing
more than simple hand-eye speed. Most
will need considerable practice to master
passing and shooting. Thanks to the
positively wicked solitaire version, you'll
be able to get plenly of that.
Don't be discouraged if, at first, the
computer-coached team seems like Guy
Lafleur and Tony Esposito compared to
your imitation of the Winnipeg Jets.
Playing time will teach you the nuances
of the board angles, how to deke around
a defenseman and, perhaps most impor¬
tant, defend your goal.
Do not leave the crease! Not even in
one-on-nobody situations. A sounder
approach is to stand your ground in front
of the net and dare the shooter to slap It
Two play variations are offered. The
regular version is the one most hockey
fans will prefer, while some will find the
arcade-like action of the variants involv¬
ing a slippery, ricocheting puck an in¬
teresting change.
P BA Bowling (Mattel/3333) will
shock a lot of electronic keglers.
Have you ever noticed the strange thing
about video bowling games? The scores
are always much, much higher than in
real life.
Not this time. Arcaders who manage
to score 200 will have earned the
musical fanfare the system chirps to
mark this milestone.
Participants start by setting the
parameters for the game. Variables in¬
clude the number of players (one to
four), the slickness of the alley, the
weight of the ball, which hand each
roller will use, and whether regulation
bowling or a "make the spares" contest
The opening playfield in 'PBA Bowl¬
ing' shows a side view of the bowler
standing next to the automatic return.
Pushing the direction disk lets the on¬
screen athlete pick up his pin-buster. The
two action buttons on the left edge of
the controller position the figure any¬
where along the starting line. The
arcader then holds down the lower
righthand action button, starting a white
ball moving across the alley over the
aiming spots. When the shot is properly
lined up, letting go of the button initiates
the approach. The gamer quickly presses
the direction disk again to indicate how
much of a curve the ball should make.
As with many Intellivision titles, 'PBA
Bowling' will not be mastered quickly.
This is an advantage in that a more dif¬
ficult game will stand up better over the
long haul. It may be a little frustrating un¬
til you get the right rhythm, admittedly,
and spares with consistency, there's no
bowling cartridge quite as enjoyable as
What Has
lour TV Set Done For
You Lately?
“Use;«
U/hat's New In The
Rrcades
Patrolling the
(Un) friendly
Skies
By Bill Kunkel
A musement centers are becoming
more colorful and exciting with
every visit. Better-looking, -sounding and
-playing games are one beneficial result
of the competition among manufactur¬
ers forarcaders' quarters.
Yet this fierce rivalry has its negative
side, too. It sometimes leads to the "fol-
low-the leader" syndrome in which the
success of a strikingly innovative game
sparks a wave of thinly disguised re¬
makes or, at best, souped-up elabora¬
tions on the original concept.
Of course, when a coin-op company
does try to do something fresh, instead of
grinding out a carbon copy, the results
can sometimes blow you away.
Atari has generally proven to be one
of the most consistently inventive coin¬
op suppliers, so let's kick off this install¬
ment of "Insert Coin Here" with a look at
one of the latest from Sunnyvale.
Red Baron (Atari)
Arcaders take the stick of a World War
I bi-plane in this authentic flight simula¬
tion. Use of a realistic joystick with firing
button mounted on the top of the grip
handle gives a realistic feel during play.
Red Baron is Atari's first Quadrascan
VANGUARD
Quadrascan creates images as three-
dimensional, crystaline objects, detailed
schematic line drawings of reality. The
process produces graphics that are un¬
failingly bright and clear.
Gamers, as World War I flying aces,
pilot their primitive, propeller-driven air¬
craft across enemy lines. While flying the
hazardous wartime skies, arcaders fire
the front-mounted machine gun at a
variety of tempting targets like blimps,
ground installations and, of course, en¬
emy bi- and tri-planes on similar missions
aloft.
When the planes are dogfighting,
machine gun bullets are represented by
little pellet-like dots arcing through the
air. Just like the pioneering sky-knights,
arcaders must work without any target¬
ing device, because sights hadn't been
invented yeti
The mission becomes progressively
more difficult. Eventually, everything but
the horizon line is firing at the arcader's
ship, with ground bases, blimps and rival
planes trying to knock it out of the
clouds. When the inevitable happens
and the gamer's plane takes a lethal
burst, the craft dives earthward and
crashes in a burst of flame!
In light of Atari's record for games with
a science fiction basis. World War I is cer¬
tainly quite a departure. Yet anyone who
gets a chance to try 'Red Baron,' espec¬
ially in the sit-down floor model, will
quickly learn that the far future doesn't
have a monopoly on thrills.
Centipede (Atari)
Centipede presents some wildly un¬
likely on-screen characters romping
through a game that utilizes a play-
mechanic that should be completely
familiar to every habitue of commercial
amusement parlors. A horizontally
mobile cannon fires straight up attargets,
as in Space Invaders, but 'Centipede'
gives this basic concept a few novel
twists and turns those alien invaders
One change is that the cannon is also
capable of a small amount of vertical
movement. Another is that, at the start
ofplay.thefieldisfullof. . .mushrooms?
The centipede, an ugly creature with
nearly a dozen body segments, immedi¬
ately begins a serpentinejourney toward
the bottom of the screen through the
corridors created by the mushrooms.
Players must eliminate the mush¬
rooms, the centipede and the fleas and
spiders which show up periodically.
Centipede segments are somewhat like
the targets in Asteroids; When a sec¬
tion is hit, it divides into two smaller ones.
When a bug reaches the bottom of the
screen intact, it turns around and wends
its way to the top again. Unfortunately,
new centipedes appear as soon as any
reach the lower boundary of the field, so
players will obviously be trying to keep
them from getting past.
The spiders drop in to the action on a
strand of web and can eat both mush¬
rooms and the player. The fleas can
bombard the gamer, but they also leave
behind more mushrooms.
And then there's the scorpion, which
turns ordinary mushrooms into poison¬
ous toadstools. A centipede that gobbles
a tainted goodie immediately sickens
and drops toward the bottom of the
playfield. The only way to put such a
The game is fun, but the concept
seems just a trifle bizarre—if not down¬
right unpleasant. Bright graphics take
some of the curse off this coin-op survival
of the fittest, however, and the game is
reportedly achieving the kind of success
in arcades its strikingly original theme
Red Alert (GDI)
Another new idea now in the arcades
courtesy of GDI, which licensed it from
Japan's Irem, is Red Alert. The arcader
defends six cities from air by sonic jet
fighters, attack helicopters laden with
parachute bombs, MIRVs and heavy
night bombers.
The gamer defends one city at a time,
beginning with a battle against the sonic
jet fighters in theskiesof Paris overthe Eif¬
fel Tower and the Arc de Triomphe. Time
is of the essence in each engagement.
The onset of night is also a factor that
must be considered. When darkness falls
over Paris, searchlights cleave the gloom
and huntforthe fighters, which can only
be spotted when directly in one of the
Next it's off to the Big Apple, where
the arcader must prevent the helicopters
from rearranging the New York skyline
with their bombs. Fans of multi-phase
coin-ops will then combat the enemy in
Rome, London, West Germany and, ul¬
timately, Japan. Each location is distin¬
guished by its most recognizable land¬
marks, such as Big Ben in England and
Mt. Fuji in Nippon.
If you've successfully defended all the
targets against this all-out attack, a rain¬
bow appears in the sky over Paris along
with the heartening words; "Peace For-
Unfortunately, calm is as fleeting in
'Red Alert' as in real life. A few seconds
later the enemy is again belaboring the
City of Light with its jets.
Vanguard (Centuri)
This is the latest potential hit from a
company that has, almost overnight,
won the respect of coin-op fans with its
series of excellent space battle games.
Vanguard, however, is especially in¬
dicative of some of the hottest trends cur¬
rently sweeping the amusement centers.
It is for starters, a multi-phase game
with 12—count 'em!—different fields. In
it, spacejockeys steer their ships through
a succession of dangerous scenarios.
Another hot feature found on 'Van¬
guard' is "continuous play". Time was
when only the real experts got to experi¬
ence the later stages of the multi-level
machines. When a player loses in 'Van¬
guard' during, say, the second scenario,
dropping a fresh quarter into the slot
restarts the action from that point. (It's a
little like watching anX-rated movie in an
REPLAY
continued from page 61
to form electronic game clubs (see
this Issue s "Reader Poll") so that
enthusiasts can meet and play
together.
A successful
adventurer writes
It took some hunting, but I finally
found your magazine. It was definitely
worth the searchl You are exactly what
we electronic games fanatics need. After
years of finding only an isolated article or
column in electronics or video mags, it is
extremely satisfying to have a specially
magazine dedicated exclusively to the
subject of electronic gaming.
While I enjoyed the whole magazine,
the information that you printed on the
Atari VCS Adventure hidden message
my family's favorite game.
I lost no time in tracking down the
clues |which had puzzled me in the
past). I had always chalked them up as
nothing significant. After about an hour-
and-a-half of trying various strange solu¬
tions to the problem, I finally solved it.
John Denk
Tinley Park, III.
Ed: We'll be getting more copies
of future Issues onto the news¬
stands, but the best way to assure a
steady supply of EG is, of course, to
subscribe. -
THE JOYSTICK JURY
WANTS YOUI
If the tremendous response to Elec¬
tronic Games proves anything, it's
that you are an unusually knowledge¬
able and opinionated bunch. That's
good. It means you care about this
hobby and really feel strongly about
the things that affect it.
Her's your chance to air your views
on electronic arcading in front of this
magazine's entire readership. "Joystick
Jury", a column of reviews by readers,
will begin publication in the issue after
Help keep
our forest
from
smoking.
Useyour
ashtray.
Don't be careless
| with the future. |
i!#:
By Joyce Worley
Game-Time/General Consumer Elec¬
tronics Corp./$39.95
When Dick Tracy got bored, he called
up his trusty friends down at police head-
Radio. Now, when searching for a mo¬
mentary diversion, you too can whip
out your trusty wristwatch and—you
guessed it!—play gamesl
Game Time is an electronic digital
wristwatch that also plays four arcade-
style games. Firing Squad, Allen
Assault, Missile Strike, and Blast
Away.
Used as a watch, 'Game-Time' dis¬
plays the time and a continuously
changing pattern on the face. The read¬
out is large and clear, and it seems to
keep accurate time. The changing pat¬
tern occupying most of the face of the
watch is attractive, and no doubt will
generate a lot of interest from the people
sitting next to you on the subway, cran¬
ing their necks, to see how late they
are to work.
But it's when playing with the game
functions that 'Game-Time' really shines.
Press the selection button until the num¬
ber of the game appears in the time dis¬
play window. The right button starts a
game with sound, while the left starts
silent play (for those occasions when
you want a quick round in class without
the teacher catching on.)
'Firing Squad' is as cute a skill game as
we've seen in such a small package. It
casts the player as a victim facing a six-
man firing squad. But they've forgotten
to tie him down. The arcader moves the
on-screen symbol up and down the right
side of the field in an effort to avoid the
bullets. It starts out easy, with only one
member of the firing squad getting off a
shot at any one time. Soon they start fir¬
ing volleys, however, and then look out!
Dodge enough bullets and the old firing
squad marches off the field, and a new,
faster squad takes its place. When the
victim is hit, the game ends. The watch
prints the final score in the time display
window. One point is scored for each
bullet dodged. General Consumer Elec¬
tronics Corporation must expect players
GAME-TIME WATCH
to get good at this—the scoreboard goes
up to 999 and then rolls over.
Good strategy in 'Firing Squad' de¬
mands that you try not to get caught in a
corner. There is no trouble scooting the
human target around when the bullets
are coming in ones and twos, but when
a five-man team fires at once, it takes
some real scurrying to avoid the five-bul¬
let volley. If caught in the wrong comer
when this happens, it's impossible to
make it across the board to safety before
the projectiles find their mark.
Game No. 2 is Missile Strike. Two
rocket launchers at the bottom of the
game field fire at enemy missiles crossing
at different heights and speeds. Pressing
the left game play button fires the left
rocket launcher, and the right button
fires the one on the right. When an
enemy missile is hit, it scores points and a
handsome explosion flashes on the
watch face. The game ends when 30
missiles cross the air space.
Each low-speed target is worth nine
points. The medium missiles count for 12
points, and high-speed ones score 15.
Game No. 3 is Allen Assault, a ver¬
sion of Space Invaders. Three alien at¬
tackers at the top of the screen are the
targets for the areader's earth station at
the bottom. Invaders march back and
forth across the play field, coming closer
and closer while dropping bombs on the
earth station. As they get nearer, the
speed increases. Once a missile is fired,
the earth station must move before firing
again. Destroy the first three ships and
three more appear. The game ends
pears, to expose the back row of tanks
and drivers. Blast away all of the enemy
appear. This time, however, the rocket
caroms even faster.
If the rocket gets past the launcher, a
new rocket appears. Miss five rockets
This game is very similarto Breakout,
and the same strategy applies. Try to take
out the tanks at each end before trying
Omni/M.B. Electronics/Approx.
S 120.00
How many times have you sat
watching game shows and said, "I
could do that!"? Well, here's something
new for quiz show enthusiasts. The
Omni Entertainment System, a pro¬
grammable electronic console using
8-track tapes, lets arcaders try their hands
After choosing the answer, press the
"enter" button to lock the response into
'Omni.' The master of ceremonies an¬
nounces the correct answer and tallies
the score of each participant, just like a
video game show. Point values are as¬
signed to answers depending on what
game is played and how fast the player
responds. The first correct answer en¬
tered wins the most points. A running
tally of earned points appears in the digi-
tal display scoring window before each
player.
There are several 20question rounds
on each of the four channels on the car¬
tridge. Following the 20th question,
'Omni' verbally congratulates the
winner, flashes the appropriate scoring
window several times, and beeps to
announce the game is over. To start
another round, the player presses the
"O/go" button and signs in again.
The 'Omni' system comes packed
with a "variety programmed game
cartridge". Channel No. 1 stars Pat
Summerall with a Sports Quiz. Channel
No. 2 features Vincent Price asking
movie/TV trivia questions. Channel No.
3 is a reaction quiz that tests general
knowledge and demands quick re¬
sponses. Channel No. 4 is a music quiz
with two types of questions. Some mere¬
ly test knowledge of Broadway shows,
stars, and popular musicians. The others
play "Name That Tune." Players guess
the song titles, and the fewer the num¬
ber of notes it takes to identify the ditty,
the higher the score.
Throughout the game, the host
makes occasional appropriate remarks,
such as "That's using your head!", or
"You really do know your sports!" Now
and then a surprise voice may pop up,
such as the most famous Georgian pea¬
nut farmer of them all, giving a little
history lesson about the backround of
the song "Goober Peas."
'Omni' may also be used as an 8-track
tape player. Simply insert any 8-track
tape cartridge into the door, press the
enter button and hold it down until the
audio part of the tape begins.
Additional cartridges are available for
S15 each. These include: Music Quiz,
Re-Action Quiz, Vincent Price's TV
Trivia, Vincent Price's Movie Trivia,
Pat Summerall's Football Quiz, Pat
Summerall's Baseball Quiz, Jeo¬
pardy, Password Plus, Words Words
Words (spelling bee). For The Fun Of
It (parly games from "Simon Says" to
"Ghost"), Sesame Street Games
Hosted by Big Bird, and Pat Summer¬
all's Sports Quiz.
The 'Omni' unit is a handsome piece
of equipment that can provide a lot of
fun for a family that really likes quiz
games. There's never been anything
exactly like it available before, and
everyone age 10 and up should get a
VL-Tone/Caslo/$69.95
Want something to do while waiting
for a turn at "Asteroids’? Casio has a
new diversion for people who like to fid¬
dle with electronic gadgets.
The VL-Tone is a hand-held (11% in.
by 3 in) electronic musical instrument
that anyone can play with no training or
exceptional talent. Better yet, electronic
wizardry allows would-be virtuosos to
pick out songs with one finger, record
the results, and then play it back with the
pitch and rhythm desired.
The 'VL-Tone' has five voices: piano,
fantasy (synthesizer), violin, flute, and
guitar. A three-position octave switch
further expands the 17-note keyboard.
After recording a tune, it is possible to
blend in one of ten background rhy¬
thms: march, waltz, four-beat, swing,
rock, fast rock, bossanova, samba,
rhumba, and beguine. These rhythms
can also be speeded or slowed, pro¬
ducing an unexpectedly large variety of
The buttons on this attractive unit are
conveniently arranged in keyboard se¬
quence. Tickle the ivories on manual, or
use the recording feature which remem¬
bers up to 100 notes. To make an effec¬
tive "name that tune" game, record the
first lines of several songs, then use the
onenote playback key to give clues. As if
that weren't enough, a flick of a switch
turns the keyboard into a full-featured
Casio calculator.
The 'VL-Tone' operates on batteries or
with an optional AC adaptor. Sound
emerges either through the instrument's
audio amplifier or radio cassette recorder.
The drawback of this unit is that you
can play only one note at a time; chord-
ing is not possible. This means that all
songs must use the pre-recorded rhy¬
thms as the bass. Another problem is
that the buttons which take the place of
keys are rather small and closely placed if
you happen to be ham-handed.
But these limitations aside, the 'VL-
Tone' offers a lot of fun in a tiny package.
Even though it doesn't tell time or play
Space Invaders, Casio's device is
capable of stealing the heart of every
would-be musician whojust happens to
also be interested in electonic toys.
Head to Head Electronic Boxing/
Coleco/529.95
Head to Head Electronic Boxing, a
game for the Sugar Ray Leonard in all of
us, brings the drama of the squared circle
to the hand-held field.
The unit features controls for two
players, separated by the boxing ring.
Each player has two buttons, used for
blocking and punching, and a joystick to
move his man around the ring.
To begin the game, slide the game |
select switch to one- or two-player Ja’
mode, then press either button to start |g|
the first round. An overhead view of the sSl
two boxers appears in the ring. The box- ^
touch gloves, and then return to their
comer. The Gillette "Look Sharp" march
plays, and the action commences.
By using the joystick, the arcader
moves the boxer forward, back, right or
left. When the boxer comes within strik¬
ing distance, keep pressing the punch
button to control the boxer's right arm. If
your opponent is on the offensive, use
the other button to block with the left.
Should either boxer be knocked
down, the referee automatically appears
and moves the standing boxer back to
his corner. The downed pugilist flashes.
liiitiii QQ
in ii in
than expected from the size of the unit.
The boxers move all the way across the
ring, but are limited to only two parallel
paths. That means the width of the ring
is not utilized at all! And the joystick con¬
trollers are so diminutive that players will
feel they're using doll-sized levers.
The size of the unit is also a little awk¬
ward. It's too big to be hand-held, yet
when used as a table-top game, the two
players are almost on top of each other
while throwing their punches.
But these are problems whose impor¬
tance must be weighed by the individual
arcader. 'Head to Head Electronic Box¬
ing' is a highly competitive game,
whether played against a live opponent
or against the computer. The action is
fast and the images are bright and clear.
The unit can provide some good fist¬
ic fun within the limitations detailed
HEAD-TO-HEAD BOXING
Joyce Worley
HCi
MCTMV
The object is to arrest criminals and earn
rewards. The Electronic Crime Scanner
allows gamers to eavesdrop on the thief,
so they can hear eveiy move he makes
on the board.
To start the game, press the clue but¬
ton and hear the thief committing his
crime. The display window shows the
number of the building or the street
where the crime is taking place. Each
gumshoe's pawn moves by dice-throw
toward the building. Players begin a turn
by pressing the clue button and the Elec¬
tronic Crime Scanner gives a new sound-
clue to the thief's actions: crossing a
squeaking floor, opening a door, break¬
ing glass in a window, running along
the street, or entering the subway.
Players know how many moves the
thief can make each turn [two spaces,
from one numbered square to another].
By process of elimination, they deter¬
mine where he is located in the building,
or through which door or window he
has left the scene of the crime. For exam¬
ple, the sound of breaking glass indicates
the crook has gone through a window.
Try to locate the window that is the pro¬
per number of spaces from the location
committed.
Since each building has several loca¬
tions marked in red where a thief can
perpetrate a crime, it takes considerable
deduction to interpret the sound clues.
But there is occasional help available, in
the form of Tipsters. A sleuth card allows
the shamus to buy a tip, and the display
readout shows the exact location of the
thief atthattime. This is the only informa¬
tion that the crime scanner provides
which is not to be shared among all the
players, so be sure to hide the display
when the inside information appears.
continued on page 81
R esponse to the first Electronic Games Reader Poll was so overwhelming that we've decided to make it a regular feature of
the magazine. You can help us make this exactly the kind of publication you want by taking a few minutes to fill out the
questionnaire below. We'll begin reporting on the answers, starting with our first poll, in the next issue of Electronic Games.
Please return this ballot—or a photo copy if you prefer to keep your copy in perfect condition—to: Electronic Games, 235
Park Ave. South, New York, N.Y. 10003.
Sex: Male_Female_ Please rate the following subjects from 1 (not very interesting to me)
Age: Under 16_ 16-25_ 26-40_ Over 40_ to 10 (of great interest to me):
Visited a coin-op amusement center_
Played a
Played a
Played a
If you presently own a programmable videogame, how many car¬
tridges have you purchased within the past 12 months?_
How many other people, besides yourself, will read this issue of
How many times in the last month have you participated in any
of the following electronic gaming activities:
games to be sponsored by this magazine? Yes_No_
My favorite videogame cartridges are:
Please rate the following features in this issue from 1 (awful) to 10
3.
My favorite computer games are:
3.
My favorite coin-op games are:
The article I would most like to read in an upcoming issue is:
Don't want to mar your copy of
Electronic Games?
Feel free to photocopy this page.
CRIME
tinued from page 7‘
In order to arrest the thief, the player's
pawn must move on or next to the exact
location where the thief is. Press the ar¬
rest button and enter the location of the
thief in the scanner. Sirens signal the ar¬
rival of the police. If the guess is wrong,
the thief gives the cops a raspberry. If cor¬
rect, but unsuccessful, there'll be some
warning shots, and then the thief will
laugh at the cops while escaping. A suc¬
cessful arrest ends with the police carting
the criminal off to prison. The detective
making the arrest collects the reward
money from the bank. Then the game
commences anew, with another crime to
be solved. The first player to accumulate
$2500 in rewared money is the winner.
'Stop Thief has players pursue and
capture a criminal right at the scene of
the crime, when it is being committed.
'Electronic Detective,' on the other
hand,permits detectives to cross-
examine suspects after the crime has
been committed. There are 20 people
together in the city. One is murdered,
and the remaining 19 flee to different
parts of the metropolis. The object is to
question all suspects, compare their ali¬
bis, and determine who is guilty of the
'Electronic Detective' uses a computer
to help with these deliberations. Players
choose between three difficulty levels,
"Gumshoe" (easiest), "Sleuth" (med¬
ium), and "Master Detective" (the most
difficult setting). After entering the
desired level, choose the number of
players (one to four). Then the computer
fires two gun shots and plays a funeral
dirge. The display window shows the
victim's number and the location of the
body.
All players enter this information on
their case fact sheets provided with the
game. Then gamesters start grilling the
remaining 19 characters to find the killer.
To help, i.d. cards are provided for each
character. Place the i.d. card of the sus¬
pect on the tray for this purpose on the
game unit. Press 'suspect,' enter his
number, and hit 'enter.' The computer
will furnish the alibi; who he was with,
and where he was at the time of the
murder. The detective may also ask the
suspect a private question without telling
the other players what is asked or what
answer is given.
Players gather the information from
each suspect and enter it onto the case
fact sheets. Gradually, a picture emerges
of the gender of the murderer, where the
killer went afterward, and what weap¬
on was used. By cross-checking the ali¬
bis, the guilty party can be found. Then,
in Agatha Christie fashion, the detective
makes his accusation. If the sleuth is mis¬
taken, "no" flashes on the display board,
and the player is out of the game. A cor-
sound, while the display flashes the
murderer's number and a "yes."
Both 'Stop Thief' and 'Electronic
Detective’ make interesting use of the
computer. In 'Stop Thief,' the crook is ac¬
tually moving around during the game.
Detectives are not dealing with a static
criminal, who is all too capable of outwit¬
ting the law. Just when players think
they have the felon, he moves to an¬
other spot, and the chase must begin
anew. In 'Electronic Detective,' the com¬
puter handles the alibis of all 19 suspects,
answering questions and providing in¬
formation which will ultimately lead to
the arrest of the killer—players hope. In
this case, though, the computer is also
capable of fabrication. When the guilty
suspect is questioned, he can lie in some
In both cases, it would hardly be pos¬
sible to play such complicated scenarios
without the help of computer tech¬
nology. Furthermore, and this must be
unique for crime games, the computer
makes it possible for these games to be
played solitaire. Now everyone can be
the good guy, and no one has to be
COMPUTER
PLAYLAND
continued from page 57
Meteoroids (Spectral Associ¬
ate/Color Computer/16K| finally lets
owners of this newest of the microcom-
puters join the legions of arcaders
who've become devoted destroyers of
space rocks over the last couple of years.
It ought to be manna from heaven for
those who have had to make do with
the feeble games produced for this
machine thus far.
Considering the limitations of the x-y
coordinate graphic system forced on the
designer by the rasterscan technology of
the usual computer monitor, movement
on the hi-res playfield is very smooth and
quite reminiscent of the coin-op which it
Before the real action starts, it even
shares the familiar monochromatic ap¬
pearance of Asteroids, too. Once one
of the player's photon torpedoes scrags
a meteoroid, however, the arcader will
be attempting to dodge a splendid
shower of multi-colored debris or face
destruction.
And if the player is hit by a meteroid,
debris or a shot from the pesky alien in¬
vader, the whole screen lights up like a
veritable rainbow. It is such moments
that justify the designing of this game
especially for the Color Computer.
After loading the machine language
cassette program, the program asks the
cian"—and the level of difficulty desired,
from 0 to 15. The scale refers not to the
number and speed of the meteoroids,
which are adequately challenging at all
levels, but to the frequency of the alien
invader's appearances.
One major problem with the program
is that it requires both joysticks. One
is used to maneuver, accelerate and fire
torpedoes, while the other must be em¬
ployed to aim and jump through
hyperspace. Figuring out a way to con¬
veniently manipulate both sticks and
press the two buttons while still main¬
taining enough concentratbn to dodge
the meteoroids is quite a trick, indeed.
When a large meteoroid is hit, it
breaks up into two medium-size ones.
When one of these is blasted, it divides
into a pair of small ones. Scoring is 20
points for the large rocks, 50 points for
the mid-size ones and 100 points for the
smallest. Destroying an alien craft counts
1,000 points. Bonus ships, up to a max¬
imum of four, are earned each time the
arcader tallies 10,000 points.
Attaining high scores depends on a
compromise between the player's skill at
destroying the meteoroids and zapping
When the arcader's four ships are fin¬
ally destroyed—inevitable with all
games of this type, of course—the pro¬
gram's title page returns with a recap of
the name, score and level of difficulty for
the four best rounds in the play session
underway. The computer then asks if
the player would like to try another
Defects aside, the answer more often
than not is likely to be "yes." (Ross
Chamberlain) j.
Coming NEXT in
electronic
GnmE5
Here Come the Lady Arcaders!
corner barbershop.Times have changed. Today's female
gamers can blast an asteroid or smash a space invader
with the best of them. Meet the lady arcaders in next
Videogame Outlook 1982
Ifyou thought 1981 was fantastic, waittillyou hearabout
the big plans the videogame companies are making for
the next 12 months.
Leaders of the Pac-(man)
Can a game without spaceships, aliens and big explo¬
sions find happiness in the world of electronic arcading?
Just ask the millions of players who have made Pac-Man
and similar gobble games a huge success in both the
home and coin-op fields.
Slam Dunk!
You don't have to be Moses Malone or Marques Johnson
to be an all-star at electronic basketball. Next month, EG
examines all the hoop simulations from hand-helds to
deluxe computer programs.
The Players Guide to
Electronic Wargames
From the battlefields of the ancient world to the planet-
busting star wars of the far future, Electronic Games
presents an in-depth report on the hot new military
strategy games.
There'll be plenty of other articles and features of
interest to arcade addicts, plus these regular columns:
★ Switch Onl
★ Q&A
★ Inside Gaming
★ Arcade Spotlight
★ Computer Playland
★ Programmable Parar
★ Stand-Alone Scene
★ Readers Replay
★ EG Hotline
★ Strategy Session
★ Insert Coin Here
★ Passport to Adventure
★ New Products
★ Test Lab
je of Electronic Games
On Sale
MARCH 14, 1982
Our goal is to preserve classic video game magazines so that
they are not lost Permanently.
People interested in helping out in any capacity.
Please visit us at www.retromags.com
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from the Publishers themselves.
>s anyone selling releases from
)t support them and dd let us know.